Trait gfx::traits::FactoryExt[][src]

pub trait FactoryExt<R: Resources>: Factory<R> {
Show methods fn create_vertex_buffer<T>(&mut self, vertices: &[T]) -> Buffer<R, T>
    where
        T: Pod + Structure<Format>
, { ... }
fn create_index_buffer<T>(&mut self, indices: T) -> IndexBuffer<R>
    where
        T: IntoIndexBuffer<R>
, { ... }
fn create_vertex_buffer_with_slice<B, V>(
        &mut self,
        vertices: &[V],
        indices: B
    ) -> (Buffer<R, V>, Slice<R>)
    where
        V: Pod + Structure<Format>,
        B: IntoIndexBuffer<R>
, { ... }
fn create_constant_buffer<T>(&mut self, num: usize) -> Buffer<R, T>
    where
        T: Copy
, { ... }
fn create_upload_buffer<T>(
        &mut self,
        num: usize
    ) -> Result<Buffer<R, T>, CreationError> { ... }
fn create_download_buffer<T>(
        &mut self,
        num: usize
    ) -> Result<Buffer<R, T>, CreationError> { ... }
fn create_shader_set(
        &mut self,
        vs_code: &[u8],
        ps_code: &[u8]
    ) -> Result<ShaderSet<R>, ProgramError> { ... }
fn create_shader_set_geometry(
        &mut self,
        vs_code: &[u8],
        gs_code: &[u8],
        ps_code: &[u8]
    ) -> Result<ShaderSet<R>, ProgramError> { ... }
fn create_shader_set_tessellation(
        &mut self,
        vs_code: &[u8],
        hs_code: &[u8],
        ds_code: &[u8],
        ps_code: &[u8]
    ) -> Result<ShaderSet<R>, ProgramError> { ... }
fn create_shader_set_tessellation_with_geometry(
        &mut self,
        vs_code: &[u8],
        hs_code: &[u8],
        ds_code: &[u8],
        gs_code: &[u8],
        ps_code: &[u8]
    ) -> Result<ShaderSet<R>, ProgramError> { ... }
fn link_program(
        &mut self,
        vs_code: &[u8],
        ps_code: &[u8]
    ) -> Result<Program<R>, ProgramError> { ... }
fn create_pipeline_state<I: PipelineInit>(
        &mut self,
        shaders: &ShaderSet<R>,
        primitive: Primitive,
        rasterizer: Rasterizer,
        init: I
    ) -> Result<PipelineState<R, I::Meta>, PipelineStateError<String>> { ... }
fn create_pipeline_from_program<'a, I: PipelineInit>(
        &mut self,
        program: &'a Program<R>,
        primitive: Primitive,
        rasterizer: Rasterizer,
        init: I
    ) -> Result<PipelineState<R, I::Meta>, PipelineStateError<&'a str>> { ... }
fn create_pipeline_simple<I: PipelineInit>(
        &mut self,
        vs: &[u8],
        ps: &[u8],
        init: I
    ) -> Result<PipelineState<R, I::Meta>, PipelineStateError<String>> { ... }
fn create_sampler_linear(&mut self) -> Sampler<R> { ... }
}

This trait is responsible for creating and managing graphics resources, much like the Factory trait in the gfx crate. Every Factory automatically implements FactoryExt.

Provided methods

fn create_vertex_buffer<T>(&mut self, vertices: &[T]) -> Buffer<R, T> where
    T: Pod + Structure<Format>, 
[src]

Creates an immutable vertex buffer from the supplied vertices. A Slice will have to manually be constructed.

fn create_index_buffer<T>(&mut self, indices: T) -> IndexBuffer<R> where
    T: IntoIndexBuffer<R>, 
[src]

Creates an immutable index buffer from the supplied vertices.

The paramater indices is typically a &u16 or &u32 slice.

fn create_vertex_buffer_with_slice<B, V>(
    &mut self,
    vertices: &[V],
    indices: B
) -> (Buffer<R, V>, Slice<R>) where
    V: Pod + Structure<Format>,
    B: IntoIndexBuffer<R>, 
[src]

Creates an immutable vertex buffer from the supplied vertices, together with a Slice from the supplied indices.

fn create_constant_buffer<T>(&mut self, num: usize) -> Buffer<R, T> where
    T: Copy
[src]

Creates a constant buffer for num identical elements of type T.

fn create_upload_buffer<T>(
    &mut self,
    num: usize
) -> Result<Buffer<R, T>, CreationError>
[src]

Creates an upload buffer for num elements of type T.

fn create_download_buffer<T>(
    &mut self,
    num: usize
) -> Result<Buffer<R, T>, CreationError>
[src]

Creates a download buffer for num elements of type T.

fn create_shader_set(
    &mut self,
    vs_code: &[u8],
    ps_code: &[u8]
) -> Result<ShaderSet<R>, ProgramError>
[src]

Creates a ShaderSet from the supplied vertex and pixel shader source code.

fn create_shader_set_geometry(
    &mut self,
    vs_code: &[u8],
    gs_code: &[u8],
    ps_code: &[u8]
) -> Result<ShaderSet<R>, ProgramError>
[src]

Creates a ShaderSet from the supplied vertex, geometry, and pixel shader source code. Mainly used for testing.

fn create_shader_set_tessellation(
    &mut self,
    vs_code: &[u8],
    hs_code: &[u8],
    ds_code: &[u8],
    ps_code: &[u8]
) -> Result<ShaderSet<R>, ProgramError>
[src]

Creates a ShaderSet from the supplied vertex, hull, domain, and pixel shader source code. Mainly used for testing.

fn create_shader_set_tessellation_with_geometry(
    &mut self,
    vs_code: &[u8],
    hs_code: &[u8],
    ds_code: &[u8],
    gs_code: &[u8],
    ps_code: &[u8]
) -> Result<ShaderSet<R>, ProgramError>
[src]

Creates a ShaderSet from the supplied vertex, hull, domain, geometry and pixel shader source code. Mainly used for testing.

Creates a basic shader Program from the supplied vertex and pixel shader source code.

fn create_pipeline_state<I: PipelineInit>(
    &mut self,
    shaders: &ShaderSet<R>,
    primitive: Primitive,
    rasterizer: Rasterizer,
    init: I
) -> Result<PipelineState<R, I::Meta>, PipelineStateError<String>>
[src]

Similar to create_pipeline_from_program(..), but takes a ShaderSet as opposed to a shader Program.

fn create_pipeline_from_program<'a, I: PipelineInit>(
    &mut self,
    program: &'a Program<R>,
    primitive: Primitive,
    rasterizer: Rasterizer,
    init: I
) -> Result<PipelineState<R, I::Meta>, PipelineStateError<&'a str>>
[src]

Creates a strongly typed PipelineState from its Init structure, a shader Program, a primitive type and a Rasterizer.

fn create_pipeline_simple<I: PipelineInit>(
    &mut self,
    vs: &[u8],
    ps: &[u8],
    init: I
) -> Result<PipelineState<R, I::Meta>, PipelineStateError<String>>
[src]

Creates a strongly typed PipelineState from its Init structure. Automatically creates a shader Program from a vertex and pixel shader source, as well as a Rasterizer capable of rendering triangle faces without culling.

fn create_sampler_linear(&mut self) -> Sampler<R>[src]

Create a linear sampler with clamping to border.

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Implementors

impl<R: Resources, F: Factory<R>> FactoryExt<R> for F[src]

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