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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="A cross-platform graphics and compute library based on WebGPU."><title>wgpu - Rust</title><script>if(window.location.protocol!=="file:")document.head.insertAdjacentHTML("beforeend","SourceSerif4-Regular-6b053e98.ttf.woff2,FiraSans-Regular-0fe48ade.woff2,FiraSans-Medium-e1aa3f0a.woff2,SourceCodePro-Regular-8badfe75.ttf.woff2,SourceCodePro-Semibold-aa29a496.ttf.woff2".split(",").map(f=>`<link rel="preload" as="font" type="font/woff2" crossorigin href="../static.files/${f}">`).join(""))</script><link rel="stylesheet" href="../static.files/normalize-9960930a.css"><link rel="stylesheet" href="../static.files/rustdoc-42caa33d.css"><meta name="rustdoc-vars" data-root-path="../" data-static-root-path="../static.files/" data-current-crate="wgpu" data-themes="" data-resource-suffix="" data-rustdoc-version="1.84.0 (9fc6b4312 2025-01-07)" data-channel="1.84.0" data-search-js="search-92e6798f.js" data-settings-js="settings-0f613d39.js" ><script src="../static.files/storage-59e33391.js"></script><script defer src="../crates.js"></script><script defer src="../static.files/main-5f194d8c.js"></script><noscript><link rel="stylesheet" href="../static.files/noscript-893ab5e7.css"></noscript><link rel="alternate icon" type="image/png" href="../static.files/favicon-32x32-6580c154.png"><link rel="icon" type="image/svg+xml" href="../static.files/favicon-044be391.svg"></head><body class="rustdoc mod crate"><!--[if lte IE 11]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="mobile-topbar"><button class="sidebar-menu-toggle" title="show sidebar"></button><a class="logo-container" href="../wgpu/index.html"><img src="https://raw.githubusercontent.com/gfx-rs/wgpu/trunk/logo.png" alt=""></a></nav><nav class="sidebar"><div class="sidebar-crate"><a class="logo-container" href="../wgpu/index.html"><img src="https://raw.githubusercontent.com/gfx-rs/wgpu/trunk/logo.png" alt="logo"></a><h2><a href="../wgpu/index.html">wgpu</a><span class="version">23.0.1</span></h2></div><div class="sidebar-elems"><ul class="block"><li><a id="all-types" href="all.html">All Items</a></li></ul><section id="rustdoc-toc"><h3><a href="#">Sections</a></h3><ul class="block top-toc"><li><a href="#feature-flags" title="Feature flags">Feature flags</a><ul><li><a href="#backends" title="Backends">Backends</a></li><li><a href="#shading-language-support" title="Shading language support">Shading language support</a></li><li><a href="#logging--tracing" title="Logging &#38; Tracing">Logging &amp; Tracing</a></li><li><a href="#other" title="Other">Other</a></li><li><a href="#feature-aliases" title="Feature Aliases">Feature Aliases</a></li></ul></li></ul><h3><a href="#reexports">Crate Items</a></h3><ul class="block"><li><a href="#reexports" title="Re-exports">Re-exports</a></li><li><a href="#modules" title="Modules">Modules</a></li><li><a href="#macros" title="Macros">Macros</a></li><li><a href="#structs" title="Structs">Structs</a></li><li><a href="#enums" title="Enums">Enums</a></li><li><a href="#constants" title="Constants">Constants</a></li><li><a href="#traits" title="Traits">Traits</a></li><li><a href="#types" title="Type Aliases">Type Aliases</a></li></ul></section><div id="rustdoc-modnav"></div></div></nav><div class="sidebar-resizer"></div><main><div class="width-limiter"><rustdoc-search></rustdoc-search><section id="main-content" class="content"><div class="main-heading"><h1>Crate <span>wgpu</span><button id="copy-path" title="Copy item path to clipboard">Copy item path</button></h1><rustdoc-toolbar></rustdoc-toolbar><span class="sub-heading"><a class="src" href="../src/wgpu/lib.rs.html#1-119">Source</a> </span></div><details class="toggle top-doc" open><summary class="hideme"><span>Expand description</span></summary><div class="docblock"><p>A cross-platform graphics and compute library based on <a href="https://gpuweb.github.io/gpuweb/">WebGPU</a>.</p>
<p>To start using the API, create an <a href="struct.Instance.html" title="struct wgpu::Instance"><code>Instance</code></a>.</p>
<h3 id="feature-flags"><a class="doc-anchor" href="#feature-flags">§</a>Feature flags</h3><h4 id="backends"><a class="doc-anchor" href="#backends">§</a>Backends</h4>
<p>⚠️ WIP: Not all backends can be manually configured today.
On Windows, Linux &amp; Android the Vulkan &amp; GLES backends are always enabled.
See <a href="https://github.com/gfx-rs/wgpu/issues/3514">#3514</a> for more details.</p>
<ul>
<li>
<p><strong><code>dx12</code></strong> <em>(enabled by default)</em> — Enables the DX12 backend on Windows.</p>
</li>
<li>
<p><strong><code>metal</code></strong> <em>(enabled by default)</em> — Enables the Metal backend on macOS &amp; iOS.</p>
</li>
<li>
<p><strong><code>webgpu</code></strong> <em>(enabled by default)</em> — Enables the WebGPU backend on Wasm. Disabled when targeting <code>emscripten</code>.</p>
</li>
<li>
<p><strong><code>angle</code></strong> — Enables the GLES backend via <a href="https://github.com/google/angle">ANGLE</a> on macOS using.</p>
</li>
<li>
<p><strong><code>vulkan-portability</code></strong> — Enables the Vulkan backend on macOS &amp; iOS.</p>
</li>
<li>
<p><strong><code>webgl</code></strong> — Enables the GLES backend on Wasm</p>
<ul>
<li>⚠️ WIP: Currently will also enable GLES dependencies on any other targets.</li>
</ul>
</li>
</ul>
<p><strong>Note:</strong> In the documentation, if you see that an item depends on a backend,
it means that the item is only available when that backend is enabled <em>and</em> the backend
is supported on the current platform.</p>
<h4 id="shading-language-support"><a class="doc-anchor" href="#shading-language-support">§</a>Shading language support</h4>
<ul>
<li><strong><code>spirv</code></strong> — Enable accepting SPIR-V shaders as input.</li>
<li><strong><code>glsl</code></strong> — Enable accepting GLSL shaders as input.</li>
<li><strong><code>wgsl</code></strong> <em>(enabled by default)</em> — Enable accepting WGSL shaders as input.</li>
<li><strong><code>naga-ir</code></strong> — Enable accepting naga IR shaders as input.</li>
</ul>
<h4 id="logging--tracing"><a class="doc-anchor" href="#logging--tracing">§</a>Logging &amp; Tracing</h4>
<p>The following features do not have any effect on the WebGPU backend.</p>
<ul>
<li><strong><code>strict_asserts</code></strong> — Apply run-time checks, even in release builds. These are in addition
to the validation carried out at public APIs in all builds.</li>
<li><strong><code>serde</code></strong> — Enables serialization via <code>serde</code> on common wgpu types.</li>
<li><strong><code>replay</code></strong> — Allow deserializing of trace capture files that were written with the <code>trace</code> feature.
To replay a trace file use the <a href="https://github.com/gfx-rs/wgpu/tree/trunk/player">wgpu player</a>.</li>
</ul>
<h4 id="other"><a class="doc-anchor" href="#other">§</a>Other</h4>
<ul>
<li>
<p><strong><code>counters</code></strong> — Internally count resources and events for debugging purposes. If the counters
feature is disabled, the counting infrastructure is removed from the build and
the exposed counters always return 0.</p>
</li>
<li>
<p><strong><code>fragile-send-sync-non-atomic-wasm</code></strong> — Implement <code>Send</code> and <code>Sync</code> on Wasm, but only if atomics are not enabled.</p>
<p>WebGL/WebGPU objects can not be shared between threads.
However, it can be useful to artificially mark them as <code>Send</code> and <code>Sync</code>
anyways to make it easier to write cross-platform code.
This is technically <em>very</em> unsafe in a multithreaded environment,
but on a wasm binary compiled without atomics we know we are definitely
not in a multithreaded environment.</p>
</li>
</ul>
<h4 id="feature-aliases"><a class="doc-anchor" href="#feature-aliases">§</a>Feature Aliases</h4>
<p>These features arent actually features on the crate itself, but a convenient shorthand for
complicated cases.</p>
<ul>
<li><strong><code>wgpu_core</code></strong> — Enabled when there is any non-webgpu backend enabled on the platform.</li>
<li><strong><code>naga</code></strong> Enabled when any non-wgsl shader input is enabled.</li>
</ul>
</div></details><h2 id="reexports" class="section-header">Re-exports<a href="#reexports" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name" id="reexport.core"><code>pub use ::<a class="mod" href="../wgpu_core/index.html" title="mod wgpu_core">wgc</a> as core;</code></div></li><li><div class="item-name" id="reexport.hal"><code>pub use ::<a class="mod" href="../wgpu_hal/index.html" title="mod wgpu_hal">hal</a>;</code></div></li><li><div class="item-name" id="reexport.naga"><code>pub use ::wgc::<a class="mod" href="../naga/index.html" title="mod naga">naga</a>;</code></div></li><li><div class="item-name" id="reexport.rwh"><code>pub use <a class="mod" href="../raw_window_handle/index.html" title="mod raw_window_handle">raw_window_handle</a> as rwh;</code></div></li></ul><h2 id="modules" class="section-header">Modules<a href="#modules" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="mod" href="util/index.html" title="mod wgpu::util">util</a></div><div class="desc docblock-short">Utility structures and functions that are built on top of the main <code>wgpu</code> API.</div></li></ul><h2 id="macros" class="section-header">Macros<a href="#macros" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="macro" href="macro.include_spirv_raw.html" title="macro wgpu::include_spirv_raw">include_<wbr>spirv_<wbr>raw</a></div><div class="desc docblock-short">Macro to load raw SPIR-V data statically, for use with <a href="struct.Features.html#associatedconstant.SPIRV_SHADER_PASSTHROUGH" title="associated constant wgpu::Features::SPIRV_SHADER_PASSTHROUGH"><code>Features::SPIRV_SHADER_PASSTHROUGH</code></a>.</div></li><li><div class="item-name"><a class="macro" href="macro.include_wgsl.html" title="macro wgpu::include_wgsl">include_<wbr>wgsl</a></div><div class="desc docblock-short">Load WGSL source code from a file at compile time.</div></li><li><div class="item-name"><a class="macro" href="macro.vertex_attr_array.html" title="macro wgpu::vertex_attr_array">vertex_<wbr>attr_<wbr>array</a></div><div class="desc docblock-short">Macro to produce an array of <a href="struct.VertexAttribute.html" title="struct wgpu::VertexAttribute"><code>VertexAttribute</code></a>.</div></li></ul><h2 id="structs" class="section-header">Structs<a href="#structs" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="struct" href="struct.Adapter.html" title="struct wgpu::Adapter">Adapter</a></div><div class="desc docblock-short">Handle to a physical graphics and/or compute device.</div></li><li><div class="item-name"><a class="struct" href="struct.AdapterInfo.html" title="struct wgpu::AdapterInfo">Adapter<wbr>Info</a></div><div class="desc docblock-short">Information about an adapter.</div></li><li><div class="item-name"><a class="struct" href="struct.Backends.html" title="struct wgpu::Backends">Backends</a></div><div class="desc docblock-short">Represents the backends that wgpu will use.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroup.html" title="struct wgpu::BindGroup">Bind<wbr>Group</a></div><div class="desc docblock-short">Handle to a binding group.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupDescriptor.html" title="struct wgpu::BindGroupDescriptor">Bind<wbr>Group<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a group of bindings and the resources to be bound.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupEntry.html" title="struct wgpu::BindGroupEntry">Bind<wbr>Group<wbr>Entry</a></div><div class="desc docblock-short">An element of a <a href="struct.BindGroupDescriptor.html" title="struct wgpu::BindGroupDescriptor"><code>BindGroupDescriptor</code></a>, consisting of a bindable resource
and the slot to bind it to.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupLayout.html" title="struct wgpu::BindGroupLayout">Bind<wbr>Group<wbr>Layout</a></div><div class="desc docblock-short">Handle to a binding group layout.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupLayoutDescriptor.html" title="struct wgpu::BindGroupLayoutDescriptor">Bind<wbr>Group<wbr>Layout<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.BindGroupLayout.html" title="struct wgpu::BindGroupLayout"><code>BindGroupLayout</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupLayoutEntry.html" title="struct wgpu::BindGroupLayoutEntry">Bind<wbr>Group<wbr>Layout<wbr>Entry</a></div><div class="desc docblock-short">Describes a single binding inside a bind group.</div></li><li><div class="item-name"><a class="struct" href="struct.BlendComponent.html" title="struct wgpu::BlendComponent">Blend<wbr>Component</a></div><div class="desc docblock-short">Describes a blend component of a <a href="struct.BlendState.html" title="struct wgpu::BlendState"><code>BlendState</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.BlendState.html" title="struct wgpu::BlendState">Blend<wbr>State</a></div><div class="desc docblock-short">Describe the blend state of a render pipeline,
within <a href="struct.ColorTargetState.html" title="struct wgpu::ColorTargetState"><code>ColorTargetState</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.Buffer.html" title="struct wgpu::Buffer">Buffer</a></div><div class="desc docblock-short">Handle to a GPU-accessible buffer.</div></li><li><div class="item-name"><a class="struct" href="struct.BufferAsyncError.html" title="struct wgpu::BufferAsyncError">Buffer<wbr>Async<wbr>Error</a></div><div class="desc docblock-short">Error occurred when trying to async map a buffer.</div></li><li><div class="item-name"><a class="struct" href="struct.BufferBinding.html" title="struct wgpu::BufferBinding">Buffer<wbr>Binding</a></div><div class="desc docblock-short">Describes the segment of a buffer to bind.</div></li><li><div class="item-name"><a class="struct" href="struct.BufferSlice.html" title="struct wgpu::BufferSlice">Buffer<wbr>Slice</a></div><div class="desc docblock-short">A slice of a <a href="struct.Buffer.html" title="struct wgpu::Buffer"><code>Buffer</code></a>, to be mapped, used for vertex or index data, or the like.</div></li><li><div class="item-name"><a class="struct" href="struct.BufferUsages.html" title="struct wgpu::BufferUsages">Buffer<wbr>Usages</a></div><div class="desc docblock-short">Different ways that you can use a buffer.</div></li><li><div class="item-name"><a class="struct" href="struct.BufferView.html" title="struct wgpu::BufferView">Buffer<wbr>View</a></div><div class="desc docblock-short">A read-only view of a mapped buffers bytes.</div></li><li><div class="item-name"><a class="struct" href="struct.BufferViewMut.html" title="struct wgpu::BufferViewMut">Buffer<wbr>View<wbr>Mut</a></div><div class="desc docblock-short">A write-only view of a mapped buffers bytes.</div></li><li><div class="item-name"><a class="struct" href="struct.Color.html" title="struct wgpu::Color">Color</a></div><div class="desc docblock-short">RGBA double precision color.</div></li><li><div class="item-name"><a class="struct" href="struct.ColorTargetState.html" title="struct wgpu::ColorTargetState">Color<wbr>Target<wbr>State</a></div><div class="desc docblock-short">Describes the color state of a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.ColorWrites.html" title="struct wgpu::ColorWrites">Color<wbr>Writes</a></div><div class="desc docblock-short">Color write mask. Disabled color channels will not be written to.</div></li><li><div class="item-name"><a class="struct" href="struct.CommandBuffer.html" title="struct wgpu::CommandBuffer">Command<wbr>Buffer</a></div><div class="desc docblock-short">Handle to a command buffer on the GPU.</div></li><li><div class="item-name"><a class="struct" href="struct.CommandBufferDescriptor.html" title="struct wgpu::CommandBufferDescriptor">Command<wbr>Buffer<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="../wgpu/struct.CommandBuffer.html"><code>CommandBuffer</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.CommandEncoder.html" title="struct wgpu::CommandEncoder">Command<wbr>Encoder</a></div><div class="desc docblock-short">Encodes a series of GPU operations.</div></li><li><div class="item-name"><a class="struct" href="struct.CompilationInfo.html" title="struct wgpu::CompilationInfo">Compilation<wbr>Info</a></div><div class="desc docblock-short">Compilation information for a shader module.</div></li><li><div class="item-name"><a class="struct" href="struct.CompilationMessage.html" title="struct wgpu::CompilationMessage">Compilation<wbr>Message</a></div><div class="desc docblock-short">A single message from the shader compilation process.</div></li><li><div class="item-name"><a class="struct" href="struct.ComputePass.html" title="struct wgpu::ComputePass">Compute<wbr>Pass</a></div><div class="desc docblock-short">In-progress recording of a compute pass.</div></li><li><div class="item-name"><a class="struct" href="struct.ComputePassDescriptor.html" title="struct wgpu::ComputePassDescriptor">Compute<wbr>Pass<wbr>Descriptor</a></div><div class="desc docblock-short">Describes the attachments of a compute pass.</div></li><li><div class="item-name"><a class="struct" href="struct.ComputePassTimestampWrites.html" title="struct wgpu::ComputePassTimestampWrites">Compute<wbr>Pass<wbr>Timestamp<wbr>Writes</a></div><div class="desc docblock-short">Describes the timestamp writes of a compute pass.</div></li><li><div class="item-name"><a class="struct" href="struct.ComputePipeline.html" title="struct wgpu::ComputePipeline">Compute<wbr>Pipeline</a></div><div class="desc docblock-short">Handle to a compute pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.ComputePipelineDescriptor.html" title="struct wgpu::ComputePipelineDescriptor">Compute<wbr>Pipeline<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a compute pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.CoreCounters.html" title="struct wgpu::CoreCounters">Core<wbr>Counters</a></div><div class="desc docblock-short"><code>wgpu-core</code>s internal counters.</div></li><li><div class="item-name"><a class="struct" href="struct.CreateSurfaceError.html" title="struct wgpu::CreateSurfaceError">Create<wbr>Surface<wbr>Error</a></div><div class="desc docblock-short"><a href="struct.Instance.html#method.create_surface" title="method wgpu::Instance::create_surface"><code>Instance::create_surface()</code></a> or a related function failed.</div></li><li><div class="item-name"><a class="struct" href="struct.DepthBiasState.html" title="struct wgpu::DepthBiasState">Depth<wbr>Bias<wbr>State</a></div><div class="desc docblock-short">Describes the biasing setting for the depth target.</div></li><li><div class="item-name"><a class="struct" href="struct.DepthStencilState.html" title="struct wgpu::DepthStencilState">Depth<wbr>Stencil<wbr>State</a></div><div class="desc docblock-short">Describes the depth/stencil state in a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.Device.html" title="struct wgpu::Device">Device</a></div><div class="desc docblock-short">Open connection to a graphics and/or compute device.</div></li><li><div class="item-name"><a class="struct" href="struct.DownlevelCapabilities.html" title="struct wgpu::DownlevelCapabilities">Downlevel<wbr>Capabilities</a></div><div class="desc docblock-short">Lists various ways the underlying platform does not conform to the WebGPU standard.</div></li><li><div class="item-name"><a class="struct" href="struct.DownlevelFlags.html" title="struct wgpu::DownlevelFlags">Downlevel<wbr>Flags</a></div><div class="desc docblock-short">Binary flags listing features that may or may not be present on downlevel adapters.</div></li><li><div class="item-name"><a class="struct" href="struct.Extent3d.html" title="struct wgpu::Extent3d">Extent3d</a></div><div class="desc docblock-short">Extent of a texture related operation.</div></li><li><div class="item-name"><a class="struct" href="struct.Features.html" title="struct wgpu::Features">Features</a></div><div class="desc docblock-short">Features that are not guaranteed to be supported.</div></li><li><div class="item-name"><a class="struct" href="struct.FragmentState.html" title="struct wgpu::FragmentState">Fragment<wbr>State</a></div><div class="desc docblock-short">Describes the fragment processing in a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.HalCounters.html" title="struct wgpu::HalCounters">HalCounters</a></div><div class="desc docblock-short"><code>wgpu-hal</code>s internal counters.</div></li><li><div class="item-name"><a class="struct" href="struct.ImageCopyBufferBase.html" title="struct wgpu::ImageCopyBufferBase">Image<wbr>Copy<wbr>Buffer<wbr>Base</a></div><div class="desc docblock-short">View of a buffer which can be used to copy to/from a texture.</div></li><li><div class="item-name"><a class="struct" href="struct.ImageCopyTextureBase.html" title="struct wgpu::ImageCopyTextureBase">Image<wbr>Copy<wbr>Texture<wbr>Base</a></div><div class="desc docblock-short">View of a texture which can be used to copy to/from a buffer/texture.</div></li><li><div class="item-name"><a class="struct" href="struct.ImageCopyTextureTaggedBase.html" title="struct wgpu::ImageCopyTextureTaggedBase">Image<wbr>Copy<wbr>Texture<wbr>Tagged<wbr>Base</a></div><div class="desc docblock-short">View of a texture which can be used to copy to a texture, including
color space and alpha premultiplication information.</div></li><li><div class="item-name"><a class="struct" href="struct.ImageDataLayout.html" title="struct wgpu::ImageDataLayout">Image<wbr>Data<wbr>Layout</a></div><div class="desc docblock-short">Layout of a texture in a buffers memory.</div></li><li><div class="item-name"><a class="struct" href="struct.ImageSubresourceRange.html" title="struct wgpu::ImageSubresourceRange">Image<wbr>Subresource<wbr>Range</a></div><div class="desc docblock-short">Subresource range within an image</div></li><li><div class="item-name"><a class="struct" href="struct.Instance.html" title="struct wgpu::Instance">Instance</a></div><div class="desc docblock-short">Context for all other wgpu objects. Instance of wgpu.</div></li><li><div class="item-name"><a class="struct" href="struct.InstanceDescriptor.html" title="struct wgpu::InstanceDescriptor">Instance<wbr>Descriptor</a></div><div class="desc docblock-short">Options for creating an instance.</div></li><li><div class="item-name"><a class="struct" href="struct.InstanceFlags.html" title="struct wgpu::InstanceFlags">Instance<wbr>Flags</a></div><div class="desc docblock-short">Instance debugging flags.</div></li><li><div class="item-name"><a class="struct" href="struct.InternalCounters.html" title="struct wgpu::InternalCounters">Internal<wbr>Counters</a></div><div class="desc docblock-short">All internal counters, exposed for debugging purposes.</div></li><li><div class="item-name"><a class="struct" href="struct.Limits.html" title="struct wgpu::Limits">Limits</a></div><div class="desc docblock-short">Represents the sets of limits an adapter/device supports.</div></li><li><div class="item-name"><a class="struct" href="struct.MultisampleState.html" title="struct wgpu::MultisampleState">Multisample<wbr>State</a></div><div class="desc docblock-short">Describes the multi-sampling state of a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.Operations.html" title="struct wgpu::Operations">Operations</a></div><div class="desc docblock-short">Pair of load and store operations for an attachment aspect.</div></li><li><div class="item-name"><a class="struct" href="struct.Origin2d.html" title="struct wgpu::Origin2d">Origin2d</a></div><div class="desc docblock-short">Origin of a copy from a 2D image.</div></li><li><div class="item-name"><a class="struct" href="struct.Origin3d.html" title="struct wgpu::Origin3d">Origin3d</a></div><div class="desc docblock-short">Origin of a copy to/from a texture.</div></li><li><div class="item-name"><a class="struct" href="struct.PipelineCache.html" title="struct wgpu::PipelineCache">Pipeline<wbr>Cache</a></div><div class="desc docblock-short">Handle to a pipeline cache, which is used to accelerate
creating <a href="struct.RenderPipeline.html" title="struct wgpu::RenderPipeline"><code>RenderPipeline</code></a>s and <a href="struct.ComputePipeline.html" title="struct wgpu::ComputePipeline"><code>ComputePipeline</code></a>s
in subsequent executions</div></li><li><div class="item-name"><a class="struct" href="struct.PipelineCacheDescriptor.html" title="struct wgpu::PipelineCacheDescriptor">Pipeline<wbr>Cache<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a pipeline cache, which allows reusing compilation work
between program runs.</div></li><li><div class="item-name"><a class="struct" href="struct.PipelineCompilationOptions.html" title="struct wgpu::PipelineCompilationOptions">Pipeline<wbr>Compilation<wbr>Options</a></div><div class="desc docblock-short">Advanced options for use when a pipeline is compiled</div></li><li><div class="item-name"><a class="struct" href="struct.PipelineLayout.html" title="struct wgpu::PipelineLayout">Pipeline<wbr>Layout</a></div><div class="desc docblock-short">Handle to a pipeline layout.</div></li><li><div class="item-name"><a class="struct" href="struct.PipelineLayoutDescriptor.html" title="struct wgpu::PipelineLayoutDescriptor">Pipeline<wbr>Layout<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.PipelineLayout.html" title="struct wgpu::PipelineLayout"><code>PipelineLayout</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.PipelineStatisticsTypes.html" title="struct wgpu::PipelineStatisticsTypes">Pipeline<wbr>Statistics<wbr>Types</a></div><div class="desc docblock-short">Flags for which pipeline data should be recorded.</div></li><li><div class="item-name"><a class="struct" href="struct.PresentationTimestamp.html" title="struct wgpu::PresentationTimestamp">Presentation<wbr>Timestamp</a></div><div class="desc docblock-short">Nanosecond timestamp used by the presentation engine.</div></li><li><div class="item-name"><a class="struct" href="struct.PrimitiveState.html" title="struct wgpu::PrimitiveState">Primitive<wbr>State</a></div><div class="desc docblock-short">Describes the state of primitive assembly and rasterization in a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.PushConstantRange.html" title="struct wgpu::PushConstantRange">Push<wbr>Constant<wbr>Range</a></div><div class="desc docblock-short">A range of push constant memory to pass to a shader stage.</div></li><li><div class="item-name"><a class="struct" href="struct.QuerySet.html" title="struct wgpu::QuerySet">Query<wbr>Set</a></div><div class="desc docblock-short">Handle to a query set.</div></li><li><div class="item-name"><a class="struct" href="struct.Queue.html" title="struct wgpu::Queue">Queue</a></div><div class="desc docblock-short">Handle to a command queue on a device.</div></li><li><div class="item-name"><a class="struct" href="struct.QueueWriteBufferView.html" title="struct wgpu::QueueWriteBufferView">Queue<wbr>Write<wbr>Buffer<wbr>View</a></div><div class="desc docblock-short">A write-only view into a staging buffer.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderBundle.html" title="struct wgpu::RenderBundle">Render<wbr>Bundle</a></div><div class="desc docblock-short">Pre-prepared reusable bundle of GPU operations.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderBundleDepthStencil.html" title="struct wgpu::RenderBundleDepthStencil">Render<wbr>Bundle<wbr>Depth<wbr>Stencil</a></div><div class="desc docblock-short">Describes the depth/stencil attachment for render bundles.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderBundleEncoder.html" title="struct wgpu::RenderBundleEncoder">Render<wbr>Bundle<wbr>Encoder</a></div><div class="desc docblock-short">Encodes a series of GPU operations into a reusable “render bundle”.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderBundleEncoderDescriptor.html" title="struct wgpu::RenderBundleEncoderDescriptor">Render<wbr>Bundle<wbr>Encoder<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.RenderBundleEncoder.html" title="struct wgpu::RenderBundleEncoder"><code>RenderBundleEncoder</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPass.html" title="struct wgpu::RenderPass">Render<wbr>Pass</a></div><div class="desc docblock-short">In-progress recording of a render pass: a list of render commands in a <a href="struct.CommandEncoder.html" title="struct wgpu::CommandEncoder"><code>CommandEncoder</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPassColorAttachment.html" title="struct wgpu::RenderPassColorAttachment">Render<wbr>Pass<wbr>Color<wbr>Attachment</a></div><div class="desc docblock-short">Describes a color attachment to a <a href="struct.RenderPass.html" title="struct wgpu::RenderPass"><code>RenderPass</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPassDepthStencilAttachment.html" title="struct wgpu::RenderPassDepthStencilAttachment">Render<wbr>Pass<wbr>Depth<wbr>Stencil<wbr>Attachment</a></div><div class="desc docblock-short">Describes a depth/stencil attachment to a <a href="struct.RenderPass.html" title="struct wgpu::RenderPass"><code>RenderPass</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPassDescriptor.html" title="struct wgpu::RenderPassDescriptor">Render<wbr>Pass<wbr>Descriptor</a></div><div class="desc docblock-short">Describes the attachments of a render pass.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPassTimestampWrites.html" title="struct wgpu::RenderPassTimestampWrites">Render<wbr>Pass<wbr>Timestamp<wbr>Writes</a></div><div class="desc docblock-short">Describes the timestamp writes of a render pass.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPipeline.html" title="struct wgpu::RenderPipeline">Render<wbr>Pipeline</a></div><div class="desc docblock-short">Handle to a rendering (graphics) pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPipelineDescriptor.html" title="struct wgpu::RenderPipelineDescriptor">Render<wbr>Pipeline<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a render (graphics) pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.RequestAdapterOptionsBase.html" title="struct wgpu::RequestAdapterOptionsBase">Request<wbr>Adapter<wbr>Options<wbr>Base</a></div><div class="desc docblock-short">Options for requesting adapter.</div></li><li><div class="item-name"><a class="struct" href="struct.RequestDeviceError.html" title="struct wgpu::RequestDeviceError">Request<wbr>Device<wbr>Error</a></div><div class="desc docblock-short">Requesting a device from an <a href="struct.Adapter.html" title="struct wgpu::Adapter"><code>Adapter</code></a> failed.</div></li><li><div class="item-name"><a class="struct" href="struct.Sampler.html" title="struct wgpu::Sampler">Sampler</a></div><div class="desc docblock-short">Handle to a sampler.</div></li><li><div class="item-name"><a class="struct" href="struct.SamplerDescriptor.html" title="struct wgpu::SamplerDescriptor">Sampler<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.Sampler.html" title="struct wgpu::Sampler"><code>Sampler</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.ShaderModule.html" title="struct wgpu::ShaderModule">Shader<wbr>Module</a></div><div class="desc docblock-short">Handle to a compiled shader module.</div></li><li><div class="item-name"><a class="struct" href="struct.ShaderModuleDescriptor.html" title="struct wgpu::ShaderModuleDescriptor">Shader<wbr>Module<wbr>Descriptor</a></div><div class="desc docblock-short">Descriptor for use with <a href="struct.Device.html#method.create_shader_module" title="method wgpu::Device::create_shader_module"><code>Device::create_shader_module</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.ShaderModuleDescriptorSpirV.html" title="struct wgpu::ShaderModuleDescriptorSpirV">Shader<wbr>Module<wbr>Descriptor<wbr>SpirV</a></div><div class="desc docblock-short">Descriptor for a shader module given by SPIR-V binary, for use with
<a href="struct.Device.html#method.create_shader_module_spirv" title="method wgpu::Device::create_shader_module_spirv"><code>Device::create_shader_module_spirv</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.ShaderStages.html" title="struct wgpu::ShaderStages">Shader<wbr>Stages</a></div><div class="desc docblock-short">Describes the shader stages that a binding will be visible from.</div></li><li><div class="item-name"><a class="struct" href="struct.SourceLocation.html" title="struct wgpu::SourceLocation">Source<wbr>Location</a></div><div class="desc docblock-short">A human-readable representation for a span, tailored for text source.</div></li><li><div class="item-name"><a class="struct" href="struct.StencilFaceState.html" title="struct wgpu::StencilFaceState">Stencil<wbr>Face<wbr>State</a></div><div class="desc docblock-short">Describes stencil state in a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.StencilState.html" title="struct wgpu::StencilState">Stencil<wbr>State</a></div><div class="desc docblock-short">State of the stencil operation (fixed-pipeline stage).</div></li><li><div class="item-name"><a class="struct" href="struct.SubmissionIndex.html" title="struct wgpu::SubmissionIndex">Submission<wbr>Index</a></div><div class="desc docblock-short">Identifier for a particular call to <a href="struct.Queue.html#method.submit" title="method wgpu::Queue::submit"><code>Queue::submit</code></a>. Can be used
as part of an argument to <a href="struct.Device.html#method.poll" title="method wgpu::Device::poll"><code>Device::poll</code></a> to block for a particular
submission to finish.</div></li><li><div class="item-name"><a class="struct" href="struct.Surface.html" title="struct wgpu::Surface">Surface</a></div><div class="desc docblock-short">Handle to a presentable surface.</div></li><li><div class="item-name"><a class="struct" href="struct.SurfaceCapabilities.html" title="struct wgpu::SurfaceCapabilities">Surface<wbr>Capabilities</a></div><div class="desc docblock-short">Defines the capabilities of a given surface and adapter.</div></li><li><div class="item-name"><a class="struct" href="struct.SurfaceTexture.html" title="struct wgpu::SurfaceTexture">Surface<wbr>Texture</a></div><div class="desc docblock-short">Surface texture that can be rendered to.
Result of a successful call to <a href="struct.Surface.html#method.get_current_texture" title="method wgpu::Surface::get_current_texture"><code>Surface::get_current_texture</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.Texture.html" title="struct wgpu::Texture">Texture</a></div><div class="desc docblock-short">Handle to a texture on the GPU.</div></li><li><div class="item-name"><a class="struct" href="struct.TextureFormatFeatureFlags.html" title="struct wgpu::TextureFormatFeatureFlags">Texture<wbr>Format<wbr>Feature<wbr>Flags</a></div><div class="desc docblock-short">Feature flags for a texture format.</div></li><li><div class="item-name"><a class="struct" href="struct.TextureFormatFeatures.html" title="struct wgpu::TextureFormatFeatures">Texture<wbr>Format<wbr>Features</a></div><div class="desc docblock-short">Features supported by a given texture format</div></li><li><div class="item-name"><a class="struct" href="struct.TextureUsages.html" title="struct wgpu::TextureUsages">Texture<wbr>Usages</a></div><div class="desc docblock-short">Different ways that you can use a texture.</div></li><li><div class="item-name"><a class="struct" href="struct.TextureView.html" title="struct wgpu::TextureView">Texture<wbr>View</a></div><div class="desc docblock-short">Handle to a texture view.</div></li><li><div class="item-name"><a class="struct" href="struct.TextureViewDescriptor.html" title="struct wgpu::TextureViewDescriptor">Texture<wbr>View<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.TextureView.html" title="struct wgpu::TextureView"><code>TextureView</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.VertexAttribute.html" title="struct wgpu::VertexAttribute">Vertex<wbr>Attribute</a></div><div class="desc docblock-short">Vertex inputs (attributes) to shaders.</div></li><li><div class="item-name"><a class="struct" href="struct.VertexBufferLayout.html" title="struct wgpu::VertexBufferLayout">Vertex<wbr>Buffer<wbr>Layout</a></div><div class="desc docblock-short">Describes how the vertex buffer is interpreted.</div></li><li><div class="item-name"><a class="struct" href="struct.VertexState.html" title="struct wgpu::VertexState">Vertex<wbr>State</a></div><div class="desc docblock-short">Describes the vertex processing in a render pipeline.</div></li></ul><h2 id="enums" class="section-header">Enums<a href="#enums" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="enum" href="enum.AddressMode.html" title="enum wgpu::AddressMode">Address<wbr>Mode</a></div><div class="desc docblock-short">How edges should be handled in texture addressing.</div></li><li><div class="item-name"><a class="enum" href="enum.AstcBlock.html" title="enum wgpu::AstcBlock">Astc<wbr>Block</a></div><div class="desc docblock-short">ASTC block dimensions</div></li><li><div class="item-name"><a class="enum" href="enum.AstcChannel.html" title="enum wgpu::AstcChannel">Astc<wbr>Channel</a></div><div class="desc docblock-short">ASTC RGBA channel</div></li><li><div class="item-name"><a class="enum" href="enum.Backend.html" title="enum wgpu::Backend">Backend</a></div><div class="desc docblock-short">Backends supported by wgpu.</div></li><li><div class="item-name"><a class="enum" href="enum.BindingResource.html" title="enum wgpu::BindingResource">Binding<wbr>Resource</a></div><div class="desc docblock-short">Resource that can be bound to a pipeline.</div></li><li><div class="item-name"><a class="enum" href="enum.BindingType.html" title="enum wgpu::BindingType">Binding<wbr>Type</a></div><div class="desc docblock-short">Specific type of a binding.</div></li><li><div class="item-name"><a class="enum" href="enum.BlendFactor.html" title="enum wgpu::BlendFactor">Blend<wbr>Factor</a></div><div class="desc docblock-short">Alpha blend factor.</div></li><li><div class="item-name"><a class="enum" href="enum.BlendOperation.html" title="enum wgpu::BlendOperation">Blend<wbr>Operation</a></div><div class="desc docblock-short">Alpha blend operation.</div></li><li><div class="item-name"><a class="enum" href="enum.BufferBindingType.html" title="enum wgpu::BufferBindingType">Buffer<wbr>Binding<wbr>Type</a></div><div class="desc docblock-short">Specific type of a buffer binding.</div></li><li><div class="item-name"><a class="enum" href="enum.CompareFunction.html" title="enum wgpu::CompareFunction">Compare<wbr>Function</a></div><div class="desc docblock-short">Comparison function used for depth and stencil operations.</div></li><li><div class="item-name"><a class="enum" href="enum.CompilationMessageType.html" title="enum wgpu::CompilationMessageType">Compilation<wbr>Message<wbr>Type</a></div><div class="desc docblock-short">The type of a compilation message.</div></li><li><div class="item-name"><a class="enum" href="enum.CompositeAlphaMode.html" title="enum wgpu::CompositeAlphaMode">Composite<wbr>Alpha<wbr>Mode</a></div><div class="desc docblock-short">Specifies how the alpha channel of the textures should be handled during
compositing.</div></li><li><div class="item-name"><a class="enum" href="enum.DeviceLostReason.html" title="enum wgpu::DeviceLostReason">Device<wbr>Lost<wbr>Reason</a></div><div class="desc docblock-short">Reason for “lose the device”.</div></li><li><div class="item-name"><a class="enum" href="enum.DeviceType.html" title="enum wgpu::DeviceType">Device<wbr>Type</a></div><div class="desc docblock-short">Supported physical device types.</div></li><li><div class="item-name"><a class="enum" href="enum.Dx12Compiler.html" title="enum wgpu::Dx12Compiler">Dx12<wbr>Compiler</a></div><div class="desc docblock-short">Selects which DX12 shader compiler to use.</div></li><li><div class="item-name"><a class="enum" href="enum.Error.html" title="enum wgpu::Error">Error</a></div><div class="desc docblock-short">Error type</div></li><li><div class="item-name"><a class="enum" href="enum.ErrorFilter.html" title="enum wgpu::ErrorFilter">Error<wbr>Filter</a></div><div class="desc docblock-short">Filter for error scopes.</div></li><li><div class="item-name"><a class="enum" href="enum.Face.html" title="enum wgpu::Face">Face</a></div><div class="desc docblock-short">Face of a vertex.</div></li><li><div class="item-name"><a class="enum" href="enum.FilterMode.html" title="enum wgpu::FilterMode">Filter<wbr>Mode</a></div><div class="desc docblock-short">Texel mixing mode when sampling between texels.</div></li><li><div class="item-name"><a class="enum" href="enum.FrontFace.html" title="enum wgpu::FrontFace">Front<wbr>Face</a></div><div class="desc docblock-short">Vertex winding order which classifies the “front” face of a triangle.</div></li><li><div class="item-name"><a class="enum" href="enum.Gles3MinorVersion.html" title="enum wgpu::Gles3MinorVersion">Gles3<wbr>Minor<wbr>Version</a></div><div class="desc docblock-short">Selects which OpenGL ES 3 minor version to request.</div></li><li><div class="item-name"><a class="enum" href="enum.IndexFormat.html" title="enum wgpu::IndexFormat">Index<wbr>Format</a></div><div class="desc docblock-short">Format of indices used with pipeline.</div></li><li><div class="item-name"><a class="enum" href="enum.LoadOp.html" title="enum wgpu::LoadOp">LoadOp</a></div><div class="desc docblock-short">Operation to perform to the output attachment at the start of a render pass.</div></li><li><div class="item-name"><a class="enum" href="enum.MaintainBase.html" title="enum wgpu::MaintainBase">Maintain<wbr>Base</a></div><div class="desc docblock-short">Passed to <code>Device::poll</code> to control how and if it should block.</div></li><li><div class="item-name"><a class="enum" href="enum.MaintainResult.html" title="enum wgpu::MaintainResult">Maintain<wbr>Result</a></div><div class="desc docblock-short">Result of a maintain operation.</div></li><li><div class="item-name"><a class="enum" href="enum.MapMode.html" title="enum wgpu::MapMode">MapMode</a></div><div class="desc docblock-short">Type of buffer mapping.</div></li><li><div class="item-name"><a class="enum" href="enum.MemoryHints.html" title="enum wgpu::MemoryHints">Memory<wbr>Hints</a></div><div class="desc docblock-short">Hints to the device about the memory allocation strategy.</div></li><li><div class="item-name"><a class="enum" href="enum.PolygonMode.html" title="enum wgpu::PolygonMode">Polygon<wbr>Mode</a></div><div class="desc docblock-short">Type of drawing mode for polygons</div></li><li><div class="item-name"><a class="enum" href="enum.PowerPreference.html" title="enum wgpu::PowerPreference">Power<wbr>Preference</a></div><div class="desc docblock-short">Power Preference when choosing a physical adapter.</div></li><li><div class="item-name"><a class="enum" href="enum.PredefinedColorSpace.html" title="enum wgpu::PredefinedColorSpace">Predefined<wbr>Color<wbr>Space</a></div><div class="desc docblock-short">Color spaces supported on the web.</div></li><li><div class="item-name"><a class="enum" href="enum.PresentMode.html" title="enum wgpu::PresentMode">Present<wbr>Mode</a></div><div class="desc docblock-short">Behavior of the presentation engine based on frame rate.</div></li><li><div class="item-name"><a class="enum" href="enum.PrimitiveTopology.html" title="enum wgpu::PrimitiveTopology">Primitive<wbr>Topology</a></div><div class="desc docblock-short">Primitive type the input mesh is composed of.</div></li><li><div class="item-name"><a class="enum" href="enum.QueryType.html" title="enum wgpu::QueryType">Query<wbr>Type</a></div><div class="desc docblock-short">Type of query contained in a QuerySet.</div></li><li><div class="item-name"><a class="enum" href="enum.SamplerBindingType.html" title="enum wgpu::SamplerBindingType">Sampler<wbr>Binding<wbr>Type</a></div><div class="desc docblock-short">Specific type of a sampler binding.</div></li><li><div class="item-name"><a class="enum" href="enum.SamplerBorderColor.html" title="enum wgpu::SamplerBorderColor">Sampler<wbr>Border<wbr>Color</a></div><div class="desc docblock-short">Color variation to use when sampler addressing mode is <a href="enum.AddressMode.html#variant.ClampToBorder" title="variant wgpu::AddressMode::ClampToBorder"><code>AddressMode::ClampToBorder</code></a></div></li><li><div class="item-name"><a class="enum" href="enum.ShaderModel.html" title="enum wgpu::ShaderModel">Shader<wbr>Model</a></div><div class="desc docblock-short">Collections of shader features a device supports if they support less than WebGPU normally allows.</div></li><li><div class="item-name"><a class="enum" href="enum.ShaderSource.html" title="enum wgpu::ShaderSource">Shader<wbr>Source</a></div><div class="desc docblock-short">Source of a shader module.</div></li><li><div class="item-name"><a class="enum" href="enum.StencilOperation.html" title="enum wgpu::StencilOperation">Stencil<wbr>Operation</a></div><div class="desc docblock-short">Operation to perform on the stencil value.</div></li><li><div class="item-name"><a class="enum" href="enum.StorageTextureAccess.html" title="enum wgpu::StorageTextureAccess">Storage<wbr>Texture<wbr>Access</a></div><div class="desc docblock-short">Specific type of a sample in a texture binding.</div></li><li><div class="item-name"><a class="enum" href="enum.StoreOp.html" title="enum wgpu::StoreOp">StoreOp</a></div><div class="desc docblock-short">Operation to perform to the output attachment at the end of a render pass.</div></li><li><div class="item-name"><a class="enum" href="enum.SurfaceError.html" title="enum wgpu::SurfaceError">Surface<wbr>Error</a></div><div class="desc docblock-short">Result of an unsuccessful call to <a href="struct.Surface.html#method.get_current_texture" title="method wgpu::Surface::get_current_texture"><code>Surface::get_current_texture</code></a>.</div></li><li><div class="item-name"><a class="enum" href="enum.SurfaceStatus.html" title="enum wgpu::SurfaceStatus">Surface<wbr>Status</a></div><div class="desc docblock-short">Status of the received surface image.</div></li><li><div class="item-name"><a class="enum" href="enum.SurfaceTarget.html" title="enum wgpu::SurfaceTarget">Surface<wbr>Target</a></div><div class="desc docblock-short">The window/canvas/surface/swap-chain/etc. a surface is attached to, for use with safe surface creation.</div></li><li><div class="item-name"><a class="enum" href="enum.SurfaceTargetUnsafe.html" title="enum wgpu::SurfaceTargetUnsafe">Surface<wbr>Target<wbr>Unsafe</a></div><div class="desc docblock-short">The window/canvas/surface/swap-chain/etc. a surface is attached to, for use with unsafe surface creation.</div></li><li><div class="item-name"><a class="enum" href="enum.TextureAspect.html" title="enum wgpu::TextureAspect">Texture<wbr>Aspect</a></div><div class="desc docblock-short">Kind of data the texture holds.</div></li><li><div class="item-name"><a class="enum" href="enum.TextureDimension.html" title="enum wgpu::TextureDimension">Texture<wbr>Dimension</a></div><div class="desc docblock-short">Dimensionality of a texture.</div></li><li><div class="item-name"><a class="enum" href="enum.TextureFormat.html" title="enum wgpu::TextureFormat">Texture<wbr>Format</a></div><div class="desc docblock-short">Underlying texture data format.</div></li><li><div class="item-name"><a class="enum" href="enum.TextureSampleType.html" title="enum wgpu::TextureSampleType">Texture<wbr>Sample<wbr>Type</a></div><div class="desc docblock-short">Specific type of a sample in a texture binding.</div></li><li><div class="item-name"><a class="enum" href="enum.TextureViewDimension.html" title="enum wgpu::TextureViewDimension">Texture<wbr>View<wbr>Dimension</a></div><div class="desc docblock-short">Dimensions of a particular texture view.</div></li><li><div class="item-name"><a class="enum" href="enum.VertexFormat.html" title="enum wgpu::VertexFormat">Vertex<wbr>Format</a></div><div class="desc docblock-short">Vertex Format for a <a href="struct.VertexAttribute.html" title="struct wgpu::VertexAttribute"><code>VertexAttribute</code></a> (input).</div></li><li><div class="item-name"><a class="enum" href="enum.VertexStepMode.html" title="enum wgpu::VertexStepMode">Vertex<wbr>Step<wbr>Mode</a></div><div class="desc docblock-short">Whether a vertex buffer is indexed by vertex or by instance.</div></li></ul><h2 id="constants" class="section-header">Constants<a href="#constants" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="constant" href="constant.COPY_BUFFER_ALIGNMENT.html" title="constant wgpu::COPY_BUFFER_ALIGNMENT">COPY_<wbr>BUFFER_<wbr>ALIGNMENT</a></div><div class="desc docblock-short">Buffer to buffer copy as well as buffer clear offsets and sizes must be aligned to this number.</div></li><li><div class="item-name"><a class="constant" href="constant.COPY_BYTES_PER_ROW_ALIGNMENT.html" title="constant wgpu::COPY_BYTES_PER_ROW_ALIGNMENT">COPY_<wbr>BYTES_<wbr>PER_<wbr>ROW_<wbr>ALIGNMENT</a></div><div class="desc docblock-short">Buffer-Texture copies must have <a href="struct.ImageDataLayout.html#structfield.bytes_per_row" title="field wgpu::ImageDataLayout::bytes_per_row"><code>bytes_per_row</code></a> aligned to this number.</div></li><li><div class="item-name"><a class="constant" href="constant.MAP_ALIGNMENT.html" title="constant wgpu::MAP_ALIGNMENT">MAP_<wbr>ALIGNMENT</a></div><div class="desc docblock-short">Size to align mappings.</div></li><li><div class="item-name"><a class="constant" href="constant.PUSH_CONSTANT_ALIGNMENT.html" title="constant wgpu::PUSH_CONSTANT_ALIGNMENT">PUSH_<wbr>CONSTANT_<wbr>ALIGNMENT</a></div><div class="desc docblock-short">Alignment all push constants need</div></li><li><div class="item-name"><a class="constant" href="constant.QUERY_RESOLVE_BUFFER_ALIGNMENT.html" title="constant wgpu::QUERY_RESOLVE_BUFFER_ALIGNMENT">QUERY_<wbr>RESOLVE_<wbr>BUFFER_<wbr>ALIGNMENT</a></div><div class="desc docblock-short">An offset into the query resolve buffer has to be aligned to this.</div></li><li><div class="item-name"><a class="constant" href="constant.QUERY_SET_MAX_QUERIES.html" title="constant wgpu::QUERY_SET_MAX_QUERIES">QUERY_<wbr>SET_<wbr>MAX_<wbr>QUERIES</a></div><div class="desc docblock-short">Maximum queries in a query set</div></li><li><div class="item-name"><a class="constant" href="constant.QUERY_SIZE.html" title="constant wgpu::QUERY_SIZE">QUERY_<wbr>SIZE</a></div><div class="desc docblock-short">Size of a single piece of query data.</div></li><li><div class="item-name"><a class="constant" href="constant.VERTEX_STRIDE_ALIGNMENT.html" title="constant wgpu::VERTEX_STRIDE_ALIGNMENT">VERTEX_<wbr>STRIDE_<wbr>ALIGNMENT</a></div><div class="desc docblock-short">Vertex buffer strides have to be aligned to this number.</div></li></ul><h2 id="traits" class="section-header">Traits<a href="#traits" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="trait" href="trait.UncapturedErrorHandler.html" title="trait wgpu::UncapturedErrorHandler">Uncaptured<wbr>Error<wbr>Handler</a></div><div class="desc docblock-short">Type for the callback of uncaptured error handler</div></li><li><div class="item-name"><a class="trait" href="trait.WasmNotSend.html" title="trait wgpu::WasmNotSend">Wasm<wbr>NotSend</a></div></li><li><div class="item-name"><a class="trait" href="trait.WasmNotSendSync.html" title="trait wgpu::WasmNotSendSync">Wasm<wbr>NotSend<wbr>Sync</a></div></li><li><div class="item-name"><a class="trait" href="trait.WasmNotSync.html" title="trait wgpu::WasmNotSync">Wasm<wbr>NotSync</a></div></li><li><div class="item-name"><a class="trait" href="trait.WindowHandle.html" title="trait wgpu::WindowHandle">Window<wbr>Handle</a></div><div class="desc docblock-short">Super trait for window handles as used in <a href="enum.SurfaceTarget.html" title="enum wgpu::SurfaceTarget"><code>SurfaceTarget</code></a>.</div></li></ul><h2 id="types" class="section-header">Type Aliases<a href="#types" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="type" href="type.BufferAddress.html" title="type wgpu::BufferAddress">Buffer<wbr>Address</a></div><div class="desc docblock-short">Integral type used for buffer offsets.</div></li><li><div class="item-name"><a class="type" href="type.BufferDescriptor.html" title="type wgpu::BufferDescriptor">Buffer<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.Buffer.html" title="struct wgpu::Buffer"><code>Buffer</code></a>.</div></li><li><div class="item-name"><a class="type" href="type.BufferSize.html" title="type wgpu::BufferSize">Buffer<wbr>Size</a></div><div class="desc docblock-short">Integral type used for buffer slice sizes.</div></li><li><div class="item-name"><a class="type" href="type.CommandEncoderDescriptor.html" title="type wgpu::CommandEncoderDescriptor">Command<wbr>Encoder<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.CommandEncoder.html" title="struct wgpu::CommandEncoder"><code>CommandEncoder</code></a>.</div></li><li><div class="item-name"><a class="type" href="type.DeviceDescriptor.html" title="type wgpu::DeviceDescriptor">Device<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.Device.html" title="struct wgpu::Device"><code>Device</code></a>.</div></li><li><div class="item-name"><a class="type" href="type.DynamicOffset.html" title="type wgpu::DynamicOffset">Dynamic<wbr>Offset</a></div><div class="desc docblock-short">Integral type used for dynamic bind group offsets.</div></li><li><div class="item-name"><a class="type" href="type.ErrorSource.html" title="type wgpu::ErrorSource">Error<wbr>Source</a></div><div class="desc docblock-short">Lower level source of the error.</div></li><li><div class="item-name"><a class="type" href="type.ImageCopyBuffer.html" title="type wgpu::ImageCopyBuffer">Image<wbr>Copy<wbr>Buffer</a></div><div class="desc docblock-short">View of a buffer which can be used to copy to/from a texture.</div></li><li><div class="item-name"><a class="type" href="type.ImageCopyTexture.html" title="type wgpu::ImageCopyTexture">Image<wbr>Copy<wbr>Texture</a></div><div class="desc docblock-short">View of a texture which can be used to copy to/from a buffer/texture.</div></li><li><div class="item-name"><a class="type" href="type.ImageCopyTextureTagged.html" title="type wgpu::ImageCopyTextureTagged">Image<wbr>Copy<wbr>Texture<wbr>Tagged</a></div><div class="desc docblock-short">View of a texture which can be used to copy to a texture, including
color space and alpha premultiplication information.</div></li><li><div class="item-name"><a class="type" href="type.Label.html" title="type wgpu::Label">Label</a></div><div class="desc docblock-short">Object debugging label.</div></li><li><div class="item-name"><a class="type" href="type.Maintain.html" title="type wgpu::Maintain">Maintain</a></div><div class="desc docblock-short">Passed to <a href="struct.Device.html#method.poll" title="method wgpu::Device::poll"><code>Device::poll</code></a> to control how and if it should block.</div></li><li><div class="item-name"><a class="type" href="type.QuerySetDescriptor.html" title="type wgpu::QuerySetDescriptor">Query<wbr>SetDescriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.QuerySet.html" title="struct wgpu::QuerySet"><code>QuerySet</code></a>.</div></li><li><div class="item-name"><a class="type" href="type.RenderBundleDescriptor.html" title="type wgpu::RenderBundleDescriptor">Render<wbr>Bundle<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.RenderBundle.html" title="struct wgpu::RenderBundle"><code>RenderBundle</code></a>.</div></li><li><div class="item-name"><a class="type" href="type.RequestAdapterOptions.html" title="type wgpu::RequestAdapterOptions">Request<wbr>Adapter<wbr>Options</a></div><div class="desc docblock-short">Additional information required when requesting an adapter.</div></li><li><div class="item-name"><a class="type" href="type.ShaderLocation.html" title="type wgpu::ShaderLocation">Shader<wbr>Location</a></div><div class="desc docblock-short">Integral type used for binding locations in shaders.</div></li><li><div class="item-name"><a class="type" href="type.SurfaceConfiguration.html" title="type wgpu::SurfaceConfiguration">Surface<wbr>Configuration</a></div><div class="desc docblock-short">Describes a <a href="struct.Surface.html" title="struct wgpu::Surface"><code>Surface</code></a>.</div></li><li><div class="item-name"><a class="type" href="type.TextureDescriptor.html" title="type wgpu::TextureDescriptor">Texture<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.Texture.html" title="struct wgpu::Texture"><code>Texture</code></a>.</div></li></ul></section></div></main></body></html>