mirror of
https://github.com/sotrh/learn-wgpu.git
synced 2024-11-10 01:10:28 +00:00
wgpu 0.8 BlendState change
This commit is contained in:
parent
dd7d48929f
commit
b8853689fe
@ -1,7 +1,7 @@
|
||||
# The Pipeline
|
||||
|
||||
## What's a pipeline?
|
||||
If you're familiar with OpenGL, you may remember using shader programs. You can think of a pipeline as a more robust version of that. A pipeline describes all the actions the gpu will preform when acting on a set of data. In this section, we will be creating a `RenderPipeline` specifically.
|
||||
If you're familiar with OpenGL, you may remember using shader programs. You can think of a pipeline as a more robust version of that. A pipeline describes all the actions the gpu will perform when acting on a set of data. In this section, we will be creating a `RenderPipeline` specifically.
|
||||
|
||||
## Wait shaders?
|
||||
Shaders are mini programs that you send to the gpu to perform operations on your data. There are 3 main types of shader: vertex, fragment, and compute. There are others such as geometry shaders, but they're more of an advanced topic. For now we're just going to use vertex, and fragment shaders.
|
||||
@ -175,8 +175,7 @@ let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescrip
|
||||
entry_point: "main",
|
||||
targets: &[wgpu::ColorTargetState { // 4.
|
||||
format: sc_desc.format,
|
||||
alpha_blend: wgpu::BlendState::REPLACE,
|
||||
color_blend: wgpu::BlendState::REPLACE,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
}),
|
||||
|
Loading…
Reference in New Issue
Block a user