pub type ShaderModuleDescriptorPassthrough<'a> = CreateShaderModuleDescriptorPassthrough<'a, Label<'a>>;Aliased Type§
pub struct ShaderModuleDescriptorPassthrough<'a> {
pub label: Option<Cow<'a, str>>,
pub num_workgroups: (u32, u32, u32),
pub spirv: Option<Cow<'a, [u32]>>,
pub dxil: Option<Cow<'a, [u8]>>,
pub hlsl: Option<Cow<'a, str>>,
pub metallib: Option<Cow<'a, [u8]>>,
pub msl: Option<Cow<'a, str>>,
pub glsl: Option<Cow<'a, str>>,
pub wgsl: Option<Cow<'a, str>>,
}Fields§
§label: Option<Cow<'a, str>>Debug label of the shader module. This will show up in graphics debuggers for easy identification.
num_workgroups: (u32, u32, u32)Number of workgroups in each dimension x, y and z. Unused for Spir-V.
spirv: Option<Cow<'a, [u32]>>Binary SPIR-V data, in 4-byte words.
dxil: Option<Cow<'a, [u8]>>Shader DXIL source.
hlsl: Option<Cow<'a, str>>Shader HLSL source.
metallib: Option<Cow<'a, [u8]>>Shader MetalLib source.
msl: Option<Cow<'a, str>>Shader MSL source.
glsl: Option<Cow<'a, str>>Shader GLSL source (currently unused).
wgsl: Option<Cow<'a, str>>Shader WGSL source.