Trait gfx::traits::Factory [−][src]
Overview
A Factory
is responsible for creating and managing resources for the context it was created
with.
Construction and Handling
A Factory
is typically created along with other objects using a helper function of the
appropriate gfx_window module (e.g. gfx_window_glutin::init()).
This factory structure can then be used to create and manage different resources, like buffers, shader programs and textures. See the individual methods for more information.
This trait is extended by the gfx::FactoryExt
trait.
All types implementing Factory
also implement FactoryExt
.
Immutable resources
Immutable buffers and textures can only be read by the GPU. They cannot be written by the GPU and cannot be accessed at all by the CPU.
See:
Raw resources
The term “raw” is used in the context of types of functions that have a strongly typed and an untyped equivalent, to refer to the untyped equivalent.
For example ‘Factory::create_buffer_raw’ and ‘Factory::create_buffer’
Shader resource views and unordered access views
This terminology is borrowed from D3D.
Shader resource views typically wrap textures and buffers to provide read-only access in shaders. An unordered access view provides similar functionality, but enables reading and writing to the buffer or texture in any order.
See:
Required methods
pub fn get_capabilities(&self) -> &Capabilities
[src]
Returns the capabilities of this Factory
. This usually depends on the graphics API being
used.
pub fn create_buffer_raw(&mut self, Info) -> Result<RawBuffer<R>, CreationError>
[src]
pub fn create_buffer_immutable_raw(
&mut self,
data: &[u8],
stride: usize,
Role,
Bind
) -> Result<RawBuffer<R>, CreationError>
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&mut self,
data: &[u8],
stride: usize,
Role,
Bind
) -> Result<RawBuffer<R>, CreationError>
pub fn create_pipeline_state_raw(
&mut self,
&Program<R>,
&Descriptor
) -> Result<RawPipelineState<R>, CreationError>
[src]
&mut self,
&Program<R>,
&Descriptor
) -> Result<RawPipelineState<R>, CreationError>
Creates a new RawPipelineState
. To create a safely typed PipelineState
, see the
FactoryExt
trait and pso
module, both in the gfx
crate.
pub fn create_program(
&mut self,
shader_set: &ShaderSet<R>
) -> Result<Program<R>, CreateProgramError>
[src]
&mut self,
shader_set: &ShaderSet<R>
) -> Result<Program<R>, CreateProgramError>
Creates a new shader Program
for the supplied ShaderSet
.
pub fn create_shader(
&mut self,
stage: Stage,
code: &[u8]
) -> Result<Shader<R>, CreateShaderError>
[src]
&mut self,
stage: Stage,
code: &[u8]
) -> Result<Shader<R>, CreateShaderError>
Compiles a shader source into a Shader
object that can be used to create a shader
Program
.
pub fn create_sampler(&mut self, SamplerInfo) -> Sampler<R>
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pub fn read_mapping<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,
Acquire a mapping Reader
See write_mapping
for more information.
pub fn write_mapping<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,
Acquire a mapping Writer
While holding this writer, you hold CPU-side exclusive access. Any access overlap will result in an error. Submitting commands involving this buffer to the device implicitly requires exclusive access. Additionally, further access will be stalled until execution completion.
pub fn create_texture_raw(
&mut self,
Info,
Option<ChannelType>,
Option<(&[&[u8]], Mipmap)>
) -> Result<RawTexture<R>, CreationError>
[src]
&mut self,
Info,
Option<ChannelType>,
Option<(&[&[u8]], Mipmap)>
) -> Result<RawTexture<R>, CreationError>
Create a new empty raw texture with no data. The channel type parameter is a hint, required to assist backends that have no concept of typeless formats (OpenGL). The initial data, if given, has to be provided for all mip levels and slices: Slice0.Mip0, Slice0.Mip1, …, Slice1.Mip0, …
pub fn view_buffer_as_shader_resource_raw(
&mut self,
&RawBuffer<R>,
Format
) -> Result<RawShaderResourceView<R>, ResourceViewError>
[src]
&mut self,
&RawBuffer<R>,
Format
) -> Result<RawShaderResourceView<R>, ResourceViewError>
pub fn view_buffer_as_unordered_access_raw(
&mut self,
&RawBuffer<R>
) -> Result<RawUnorderedAccessView<R>, ResourceViewError>
[src]
&mut self,
&RawBuffer<R>
) -> Result<RawUnorderedAccessView<R>, ResourceViewError>
pub fn view_texture_as_shader_resource_raw(
&mut self,
&RawTexture<R>,
ResourceDesc
) -> Result<RawShaderResourceView<R>, ResourceViewError>
[src]
&mut self,
&RawTexture<R>,
ResourceDesc
) -> Result<RawShaderResourceView<R>, ResourceViewError>
pub fn view_texture_as_unordered_access_raw(
&mut self,
&RawTexture<R>
) -> Result<RawUnorderedAccessView<R>, ResourceViewError>
[src]
&mut self,
&RawTexture<R>
) -> Result<RawUnorderedAccessView<R>, ResourceViewError>
pub fn view_texture_as_render_target_raw(
&mut self,
&RawTexture<R>,
RenderDesc
) -> Result<RawRenderTargetView<R>, TargetViewError>
[src]
&mut self,
&RawTexture<R>,
RenderDesc
) -> Result<RawRenderTargetView<R>, TargetViewError>
pub fn view_texture_as_depth_stencil_raw(
&mut self,
&RawTexture<R>,
DepthStencilDesc
) -> Result<RawDepthStencilView<R>, TargetViewError>
[src]
&mut self,
&RawTexture<R>,
DepthStencilDesc
) -> Result<RawDepthStencilView<R>, TargetViewError>
Provided methods
pub fn create_buffer_immutable<T>(
&mut self,
data: &[T],
role: Role,
bind: Bind
) -> Result<Buffer<R, T>, CreationError> where
T: Pod,
[src]
&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>
[src]
&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>
[src]
&mut self,
code: &[u8]
) -> Result<VertexShader<R>, CreateShaderError>
Compiles a VertexShader
from source.
pub fn create_shader_hull(
&mut self,
code: &[u8]
) -> Result<HullShader<R>, CreateShaderError>
[src]
&mut self,
code: &[u8]
) -> Result<HullShader<R>, CreateShaderError>
Compiles a HullShader
from source.
pub fn create_shader_domain(
&mut self,
code: &[u8]
) -> Result<DomainShader<R>, CreateShaderError>
[src]
&mut self,
code: &[u8]
) -> Result<DomainShader<R>, CreateShaderError>
Compiles a VertexShader
from source.
pub fn create_shader_geometry(
&mut self,
code: &[u8]
) -> Result<GeometryShader<R>, CreateShaderError>
[src]
&mut self,
code: &[u8]
) -> Result<GeometryShader<R>, CreateShaderError>
Compiles a GeometryShader
from source.
pub fn create_shader_pixel(
&mut self,
code: &[u8]
) -> Result<PixelShader<R>, CreateShaderError>
[src]
&mut self,
code: &[u8]
) -> Result<PixelShader<R>, CreateShaderError>
Compiles a PixelShader
from source. This is the same as what some APIs call a fragment
shader.
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,
[src]
&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,
[src]
&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>
[src]
&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,
[src]
&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,
[src]
&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,
[src]
&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,
[src]
&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,
[src]
&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,
[src]
&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,
[src]
&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,
[src]
&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,
[src]
&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,
[src]
&mut self,
width: u16,
height: u16
) -> Result<DepthStencilView<R, T>, CombinedError> where
T: DepthFormat + TextureFormat,