Expose wgpu's StencilOperation with bevy (#2819)
# Objective Bevy should expose all wgpu types needed for building rendering pipelines. Closes #2818 ## Solution Add wgpu's StencilOperation to bevy_render2::render_resource's export.
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@ -26,8 +26,8 @@ pub use wgpu::{
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PipelineLayoutDescriptor, PolygonMode, PrimitiveState, PrimitiveTopology,
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PipelineLayoutDescriptor, PolygonMode, PrimitiveState, PrimitiveTopology,
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RenderPassColorAttachment, RenderPassDepthStencilAttachment, RenderPassDescriptor,
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RenderPassColorAttachment, RenderPassDepthStencilAttachment, RenderPassDescriptor,
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RenderPipelineDescriptor, SamplerDescriptor, ShaderFlags, ShaderModule, ShaderModuleDescriptor,
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RenderPipelineDescriptor, SamplerDescriptor, ShaderFlags, ShaderModule, ShaderModuleDescriptor,
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ShaderSource, ShaderStage, StencilFaceState, StencilState, StorageTextureAccess, TextureAspect,
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ShaderSource, ShaderStage, StencilFaceState, StencilOperation, StencilState,
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TextureDescriptor, TextureDimension, TextureFormat, TextureSampleType, TextureUsage,
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StorageTextureAccess, TextureAspect, TextureDescriptor, TextureDimension, TextureFormat,
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TextureViewDescriptor, TextureViewDimension, VertexAttribute, VertexBufferLayout, VertexFormat,
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TextureSampleType, TextureUsage, TextureViewDescriptor, TextureViewDimension, VertexAttribute,
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VertexState,
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VertexBufferLayout, VertexFormat, VertexState,
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};
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};
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