Enum gfx_device_gl::Resources [−][src]
pub enum Resources {}
Trait Implementations
impl Buffer<Resources> for CommandBuffer
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fn reset(&mut self)
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fn bind_pipeline_state(&mut self, pso: PipelineState)
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fn bind_vertex_buffers(&mut self, vbs: VertexBufferSet<Resources>)
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fn bind_constant_buffers(&mut self, cbs: &[ConstantBufferParam<Resources>])
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fn bind_global_constant(&mut self, loc: Location, value: UniformValue)
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fn bind_resource_views(&mut self, srvs: &[ResourceViewParam<Resources>])
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fn bind_unordered_views(&mut self, uavs: &[UnorderedViewParam<Resources>])
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fn bind_samplers(&mut self, ss: &[SamplerParam<Resources>])
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fn bind_pixel_targets(&mut self, pts: PixelTargetSet<Resources>)
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fn bind_index(&mut self, buf: Buffer, itype: IndexType)
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fn set_scissor(&mut self, rect: Rect)
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fn set_ref_values(&mut self, rv: RefValues)
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fn copy_buffer(
&mut self,
src: Buffer,
dst: Buffer,
src_offset_bytes: usize,
dst_offset_bytes: usize,
size_bytes: usize
)
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&mut self,
src: Buffer,
dst: Buffer,
src_offset_bytes: usize,
dst_offset_bytes: usize,
size_bytes: usize
)
fn copy_buffer_to_texture(
&mut self,
src: Buffer,
src_offset_bytes: usize,
dst: TextureCopyRegion<NewTexture>
)
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&mut self,
src: Buffer,
src_offset_bytes: usize,
dst: TextureCopyRegion<NewTexture>
)
fn copy_texture_to_buffer(
&mut self,
src: TextureCopyRegion<NewTexture>,
dst: Buffer,
dst_offset_bytes: usize
)
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&mut self,
src: TextureCopyRegion<NewTexture>,
dst: Buffer,
dst_offset_bytes: usize
)
fn copy_texture_to_texture(
&mut self,
src: TextureCopyRegion<NewTexture>,
dst: TextureCopyRegion<NewTexture>
)
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&mut self,
src: TextureCopyRegion<NewTexture>,
dst: TextureCopyRegion<NewTexture>
)
fn update_buffer(&mut self, buf: Buffer, data: &[u8], offset_bytes: usize)
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fn update_texture(&mut self, dst: TextureCopyRegion<NewTexture>, data: &[u8])
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fn generate_mipmap(&mut self, srv: ResourceView)
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fn clear_color(&mut self, target: TargetView, value: ClearColor)
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fn clear_depth_stencil(
&mut self,
target: TargetView,
depth: Option<Depth>,
stencil: Option<Stencil>
)
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&mut self,
target: TargetView,
depth: Option<Depth>,
stencil: Option<Stencil>
)
fn call_draw(
&mut self,
start: VertexCount,
count: VertexCount,
instances: Option<InstanceParams>
)
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&mut self,
start: VertexCount,
count: VertexCount,
instances: Option<InstanceParams>
)
fn call_draw_indexed(
&mut self,
start: VertexCount,
count: VertexCount,
base: VertexCount,
instances: Option<InstanceParams>
)
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&mut self,
start: VertexCount,
count: VertexCount,
base: VertexCount,
instances: Option<InstanceParams>
)
impl Clone for Resources
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impl Copy for Resources
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impl Debug for Resources
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impl Eq for Resources
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impl Factory<Resources> for Factory
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fn get_capabilities(&self) -> &Capabilities
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fn create_buffer_raw(
&mut self,
info: Info
) -> Result<RawBuffer<R>, CreationError>
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&mut self,
info: Info
) -> Result<RawBuffer<R>, CreationError>
fn create_buffer_immutable_raw(
&mut self,
data: &[u8],
stride: usize,
role: Role,
bind: Bind
) -> Result<RawBuffer<R>, CreationError>
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&mut self,
data: &[u8],
stride: usize,
role: Role,
bind: Bind
) -> Result<RawBuffer<R>, CreationError>
fn create_shader(
&mut self,
stage: Stage,
code: &[u8]
) -> Result<Shader<R>, CreateShaderError>
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&mut self,
stage: Stage,
code: &[u8]
) -> Result<Shader<R>, CreateShaderError>
fn create_program(
&mut self,
shader_set: &ShaderSet<R>
) -> Result<Program<R>, CreateProgramError>
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&mut self,
shader_set: &ShaderSet<R>
) -> Result<Program<R>, CreateProgramError>
fn create_pipeline_state_raw(
&mut self,
program: &Program<R>,
desc: &Descriptor
) -> Result<RawPipelineState<R>, CreationError>
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&mut self,
program: &Program<R>,
desc: &Descriptor
) -> Result<RawPipelineState<R>, CreationError>
fn create_texture_raw(
&mut self,
desc: Info,
hint: Option<ChannelType>,
data_opt: Option<(&[&[u8]], Mipmap)>
) -> Result<RawTexture<R>, CreationError>
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&mut self,
desc: Info,
hint: Option<ChannelType>,
data_opt: Option<(&[&[u8]], Mipmap)>
) -> Result<RawTexture<R>, CreationError>
fn view_buffer_as_shader_resource_raw(
&mut self,
hbuf: &RawBuffer<R>,
format: Format
) -> Result<RawShaderResourceView<R>, ResourceViewError>
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&mut self,
hbuf: &RawBuffer<R>,
format: Format
) -> Result<RawShaderResourceView<R>, ResourceViewError>
fn view_buffer_as_unordered_access_raw(
&mut self,
_hbuf: &RawBuffer<R>
) -> Result<RawUnorderedAccessView<R>, ResourceViewError>
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&mut self,
_hbuf: &RawBuffer<R>
) -> Result<RawUnorderedAccessView<R>, ResourceViewError>
fn view_texture_as_shader_resource_raw(
&mut self,
htex: &RawTexture<R>,
desc: ResourceDesc
) -> Result<RawShaderResourceView<R>, ResourceViewError>
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&mut self,
htex: &RawTexture<R>,
desc: ResourceDesc
) -> Result<RawShaderResourceView<R>, ResourceViewError>
fn view_texture_as_unordered_access_raw(
&mut self,
_htex: &RawTexture<R>
) -> Result<RawUnorderedAccessView<R>, ResourceViewError>
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&mut self,
_htex: &RawTexture<R>
) -> Result<RawUnorderedAccessView<R>, ResourceViewError>
fn view_texture_as_render_target_raw(
&mut self,
htex: &RawTexture<R>,
desc: RenderDesc
) -> Result<RawRenderTargetView<R>, TargetViewError>
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&mut self,
htex: &RawTexture<R>,
desc: RenderDesc
) -> Result<RawRenderTargetView<R>, TargetViewError>
fn view_texture_as_depth_stencil_raw(
&mut self,
htex: &RawTexture<R>,
desc: DepthStencilDesc
) -> Result<RawDepthStencilView<R>, TargetViewError>
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&mut self,
htex: &RawTexture<R>,
desc: DepthStencilDesc
) -> Result<RawDepthStencilView<R>, TargetViewError>
fn create_sampler(&mut self, info: SamplerInfo) -> Sampler<R>
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fn read_mapping<'a, 'b, T>(
&'a mut self,
buf: &'b Buffer<R, T>
) -> Result<Reader<'b, R, T>, Error> where
T: Copy,
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&'a mut self,
buf: &'b Buffer<R, T>
) -> Result<Reader<'b, R, T>, Error> where
T: Copy,
fn write_mapping<'a, 'b, T>(
&'a mut self,
buf: &'b Buffer<R, T>
) -> Result<Writer<'b, R, T>, Error> where
T: Copy,
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&'a mut self,
buf: &'b Buffer<R, T>
) -> Result<Writer<'b, R, T>, Error> where
T: Copy,
pub fn create_buffer_immutable<T>(
&mut self,
data: &[T],
role: Role,
bind: Bind
) -> Result<Buffer<R, T>, CreationError> where
T: Pod,
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&mut self,
data: &[T],
role: Role,
bind: Bind
) -> Result<Buffer<R, T>, CreationError> where
T: Pod,
pub fn create_buffer<T>(
&mut self,
num: usize,
role: Role,
usage: Usage,
bind: Bind
) -> Result<Buffer<R, T>, CreationError>
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&mut self,
num: usize,
role: Role,
usage: Usage,
bind: Bind
) -> Result<Buffer<R, T>, CreationError>
pub fn create_shader_vertex(
&mut self,
code: &[u8]
) -> Result<VertexShader<R>, CreateShaderError>
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&mut self,
code: &[u8]
) -> Result<VertexShader<R>, CreateShaderError>
pub fn create_shader_hull(
&mut self,
code: &[u8]
) -> Result<HullShader<R>, CreateShaderError>
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&mut self,
code: &[u8]
) -> Result<HullShader<R>, CreateShaderError>
pub fn create_shader_domain(
&mut self,
code: &[u8]
) -> Result<DomainShader<R>, CreateShaderError>
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&mut self,
code: &[u8]
) -> Result<DomainShader<R>, CreateShaderError>
pub fn create_shader_geometry(
&mut self,
code: &[u8]
) -> Result<GeometryShader<R>, CreateShaderError>
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&mut self,
code: &[u8]
) -> Result<GeometryShader<R>, CreateShaderError>
pub fn create_shader_pixel(
&mut self,
code: &[u8]
) -> Result<PixelShader<R>, CreateShaderError>
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&mut self,
code: &[u8]
) -> Result<PixelShader<R>, CreateShaderError>
pub fn create_texture<S>(
&mut self,
kind: Kind,
levels: u8,
bind: Bind,
usage: Usage,
channel_hint: Option<ChannelType>
) -> Result<Texture<R, S>, CreationError> where
S: SurfaceTyped,
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&mut self,
kind: Kind,
levels: u8,
bind: Bind,
usage: Usage,
channel_hint: Option<ChannelType>
) -> Result<Texture<R, S>, CreationError> where
S: SurfaceTyped,
pub fn view_buffer_as_shader_resource<T>(
&mut self,
buf: &Buffer<R, T>
) -> Result<ShaderResourceView<R, T>, ResourceViewError> where
T: Formatted,
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&mut self,
buf: &Buffer<R, T>
) -> Result<ShaderResourceView<R, T>, ResourceViewError> where
T: Formatted,
pub fn view_buffer_as_unordered_access<T>(
&mut self,
buf: &Buffer<R, T>
) -> Result<UnorderedAccessView<R, T>, ResourceViewError>
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&mut self,
buf: &Buffer<R, T>
) -> Result<UnorderedAccessView<R, T>, ResourceViewError>
pub fn view_texture_as_shader_resource<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>,
levels: (u8, u8),
swizzle: Swizzle
) -> Result<ShaderResourceView<R, <T as Formatted>::View>, ResourceViewError> where
T: TextureFormat,
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&mut self,
tex: &Texture<R, <T as Formatted>::Surface>,
levels: (u8, u8),
swizzle: Swizzle
) -> Result<ShaderResourceView<R, <T as Formatted>::View>, ResourceViewError> where
T: TextureFormat,
pub fn view_texture_as_unordered_access<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>
) -> Result<UnorderedAccessView<R, <T as Formatted>::View>, ResourceViewError> where
T: TextureFormat,
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&mut self,
tex: &Texture<R, <T as Formatted>::Surface>
) -> Result<UnorderedAccessView<R, <T as Formatted>::View>, ResourceViewError> where
T: TextureFormat,
pub fn view_texture_as_render_target<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>,
level: u8,
layer: Option<u16>
) -> Result<RenderTargetView<R, T>, TargetViewError> where
T: RenderFormat,
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&mut self,
tex: &Texture<R, <T as Formatted>::Surface>,
level: u8,
layer: Option<u16>
) -> Result<RenderTargetView<R, T>, TargetViewError> where
T: RenderFormat,
pub fn view_texture_as_depth_stencil<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>,
level: u8,
layer: Option<u16>,
flags: DepthStencilFlags
) -> Result<DepthStencilView<R, T>, TargetViewError> where
T: DepthFormat,
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&mut self,
tex: &Texture<R, <T as Formatted>::Surface>,
level: u8,
layer: Option<u16>,
flags: DepthStencilFlags
) -> Result<DepthStencilView<R, T>, TargetViewError> where
T: DepthFormat,
pub fn view_texture_as_depth_stencil_trivial<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>
) -> Result<DepthStencilView<R, T>, TargetViewError> where
T: DepthFormat,
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&mut self,
tex: &Texture<R, <T as Formatted>::Surface>
) -> Result<DepthStencilView<R, T>, TargetViewError> where
T: DepthFormat,
pub fn create_texture_immutable_u8<T>(
&mut self,
kind: Kind,
mipmap: Mipmap,
data: &[&[u8]]
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>), CombinedError> where
T: TextureFormat,
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&mut self,
kind: Kind,
mipmap: Mipmap,
data: &[&[u8]]
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>), CombinedError> where
T: TextureFormat,
pub fn create_texture_immutable<T>(
&mut self,
kind: Kind,
mipmap: Mipmap,
data: &[&[<<T as Formatted>::Surface as SurfaceTyped>::DataType]]
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>), CombinedError> where
T: TextureFormat,
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&mut self,
kind: Kind,
mipmap: Mipmap,
data: &[&[<<T as Formatted>::Surface as SurfaceTyped>::DataType]]
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>), CombinedError> where
T: TextureFormat,
pub fn create_render_target<T>(
&mut self,
width: u16,
height: u16
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>, RenderTargetView<R, T>), CombinedError> where
T: RenderFormat + TextureFormat,
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&mut self,
width: u16,
height: u16
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>, RenderTargetView<R, T>), CombinedError> where
T: RenderFormat + TextureFormat,
pub fn create_depth_stencil<T>(
&mut self,
width: u16,
height: u16
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>, DepthStencilView<R, T>), CombinedError> where
T: DepthFormat + TextureFormat,
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&mut self,
width: u16,
height: u16
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>, DepthStencilView<R, T>), CombinedError> where
T: DepthFormat + TextureFormat,
pub fn create_depth_stencil_view_only<T>(
&mut self,
width: u16,
height: u16
) -> Result<DepthStencilView<R, T>, CombinedError> where
T: DepthFormat + TextureFormat,
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&mut self,
width: u16,
height: u16
) -> Result<DepthStencilView<R, T>, CombinedError> where
T: DepthFormat + TextureFormat,
impl Hash for Resources
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fn hash<__H: Hasher>(&self, state: &mut __H)
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pub fn hash_slice<H>(data: &[Self], state: &mut H) where
H: Hasher,
1.3.0[src]
H: Hasher,
impl PartialEq<Resources> for Resources
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fn eq(&self, other: &Resources) -> bool
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#[must_use]pub fn ne(&self, other: &Rhs) -> bool
1.0.0[src]
#[must_use]
pub fn ne(&self, other: &Rhs) -> boolimpl Resources for Resources
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type Buffer = Buffer
type Shader = Shader
type Program = Program
type PipelineStateObject = PipelineState
type Texture = NewTexture
type RenderTargetView = TargetView
type DepthStencilView = TargetView
type ShaderResourceView = ResourceView
type UnorderedAccessView = ()
type Sampler = FatSampler
type Fence = Fence
type Mapping = MappingGate
impl StructuralEq for Resources
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impl StructuralPartialEq for Resources
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Auto Trait Implementations
impl RefUnwindSafe for Resources
impl Send for Resources
impl Sync for Resources
impl Unpin for Resources
impl UnwindSafe for Resources
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,