Struct QueuedRaster
pub struct QueuedRaster<'a> {
pub device: &'a Device,
pub queue: &'a Queue,
pub renderer: &'a mut Renderer,
pub output: &'a TextureView,
pub size: (u32, u32),
pub base_color: AlphaColor<Srgb>,
}Expand description
The raster an app’s render worker presents layers with: vello renders each layer straight into its texture and the composite writes the worker’s retained target, all submitted in order on one queue, so nothing waits for the GPU here; presenting the target follows them.
Fields§
§device: &'a Device§queue: &'a Queue§renderer: &'a mut Renderer§output: &'a TextureViewThe retained target the composite writes.
size: (u32, u32)§base_color: AlphaColor<Srgb>Trait Implementations§
§impl LayerRaster for QueuedRaster<'_>
impl LayerRaster for QueuedRaster<'_>
type Error = Error
fn device(&self) -> &Device
fn queue(&self) -> &Queue
§fn sparse(&self) -> bool
fn sparse(&self) -> bool
Whether
Self::render can rasterise only some regions of a layer.§fn base_color(&self) -> AlphaColor<Srgb>
fn base_color(&self) -> AlphaColor<Srgb>
What the backdrop layer is rasterised over.
Auto Trait Implementations§
impl<'a> Freeze for QueuedRaster<'a>
impl<'a> !RefUnwindSafe for QueuedRaster<'a>
impl<'a> Send for QueuedRaster<'a>
impl<'a> !Sync for QueuedRaster<'a>
impl<'a> Unpin for QueuedRaster<'a>
impl<'a> UnsafeUnpin for QueuedRaster<'a>
impl<'a> !UnwindSafe for QueuedRaster<'a>
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