[][src]Struct piston_window::TextureContext

pub struct TextureContext<F, R, C> where
    C: Buffer<R>,
    F: Factory<R>,
    R: Resources
{ pub factory: F, pub encoder: Encoder<R, C>, }

Context required to create and update textures.

Fields

factory: F

A factory to create textures.

encoder: Encoder<R, C>

An encoder to update textures.

Trait Implementations

impl<F, R, C> UpdateTexture<TextureContext<F, R, C>> for Texture<R> where
    C: Buffer<R>,
    F: Factory<R>,
    R: Resources
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impl<F, R, C> CreateTexture<TextureContext<F, R, C>> for Texture<R> where
    C: Buffer<R>,
    F: Factory<R>,
    R: Resources
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Auto Trait Implementations

impl<F, R, C> Send for TextureContext<F, R, C> where
    F: Send,
    <R as Resources>::Buffer: Send + Sync,
    <R as Resources>::DepthStencilView: Send + Sync,
    <R as Resources>::Fence: Send + Sync,
    <R as Resources>::Mapping: Send,
    <R as Resources>::PipelineStateObject: Send + Sync,
    <R as Resources>::Program: Send + Sync,
    <R as Resources>::RenderTargetView: Send + Sync,
    <R as Resources>::Sampler: Send + Sync,
    <R as Resources>::Shader: Send + Sync,
    <R as Resources>::ShaderResourceView: Send + Sync,
    <R as Resources>::Texture: Send + Sync,
    <R as Resources>::UnorderedAccessView: Send + Sync

impl<F, R, C> Sync for TextureContext<F, R, C> where
    C: Sync,
    F: Sync,
    <R as Resources>::Buffer: Send + Sync,
    <R as Resources>::DepthStencilView: Send + Sync,
    <R as Resources>::Fence: Send + Sync,
    <R as Resources>::Mapping: Send,
    <R as Resources>::PipelineStateObject: Send + Sync,
    <R as Resources>::Program: Send + Sync,
    <R as Resources>::RenderTargetView: Send + Sync,
    <R as Resources>::Sampler: Send + Sync,
    <R as Resources>::Shader: Send + Sync,
    <R as Resources>::ShaderResourceView: Send + Sync,
    <R as Resources>::Texture: Send + Sync,
    <R as Resources>::UnorderedAccessView: Send + Sync

impl<F, R, C> Unpin for TextureContext<F, R, C> where
    C: Unpin,
    F: Unpin,
    <R as Resources>::Buffer: Unpin,
    <R as Resources>::DepthStencilView: Unpin,
    <R as Resources>::RenderTargetView: Unpin,
    <R as Resources>::Sampler: Unpin,
    <R as Resources>::ShaderResourceView: Unpin,
    <R as Resources>::UnorderedAccessView: Unpin

impl<F, R, C> !UnwindSafe for TextureContext<F, R, C>

impl<F, R, C> !RefUnwindSafe for TextureContext<F, R, C>

Blanket Implementations

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> From<T> for T[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> SetParameter for T[src]