[−][src]Trait bevy_render::renderer::RenderResourceContext
Required methods
fn create_swap_chain(&self, window: &Window)
fn next_swap_chain_texture(&self, window: &Window) -> TextureId
fn drop_swap_chain_texture(&self, resource: TextureId)
fn drop_all_swap_chain_textures(&self)
fn create_sampler(&self, sampler_descriptor: &SamplerDescriptor) -> SamplerId
fn create_texture(&self, texture_descriptor: TextureDescriptor) -> TextureId
fn create_buffer(&self, buffer_info: BufferInfo) -> BufferId
fn write_mapped_buffer(
&self,
id: BufferId,
range: Range<u64>,
write: &mut dyn FnMut(&mut [u8], &dyn RenderResourceContext)
)
&self,
id: BufferId,
range: Range<u64>,
write: &mut dyn FnMut(&mut [u8], &dyn RenderResourceContext)
)
fn map_buffer(&self, id: BufferId)
fn unmap_buffer(&self, id: BufferId)
fn create_buffer_with_data(
&self,
buffer_info: BufferInfo,
data: &[u8]
) -> BufferId
&self,
buffer_info: BufferInfo,
data: &[u8]
) -> BufferId
fn create_shader_module(
&self,
shader_handle: &Handle<Shader>,
shaders: &Assets<Shader>
)
&self,
shader_handle: &Handle<Shader>,
shaders: &Assets<Shader>
)
fn create_shader_module_from_source(
&self,
shader_handle: &Handle<Shader>,
shader: &Shader
)
&self,
shader_handle: &Handle<Shader>,
shader: &Shader
)
fn remove_buffer(&self, buffer: BufferId)
fn remove_texture(&self, texture: TextureId)
fn remove_sampler(&self, sampler: SamplerId)
fn get_buffer_info(&self, buffer: BufferId) -> Option<BufferInfo>
fn set_asset_resource_untyped(
&self,
handle: HandleUntyped,
resource: RenderResourceId,
index: u64
)
&self,
handle: HandleUntyped,
resource: RenderResourceId,
index: u64
)
fn get_asset_resource_untyped(
&self,
handle: HandleUntyped,
index: u64
) -> Option<RenderResourceId>
&self,
handle: HandleUntyped,
index: u64
) -> Option<RenderResourceId>
fn remove_asset_resource_untyped(&self, handle: HandleUntyped, index: u64)
fn create_render_pipeline(
&self,
pipeline_handle: Handle<PipelineDescriptor>,
pipeline_descriptor: &PipelineDescriptor,
shaders: &Assets<Shader>
)
&self,
pipeline_handle: Handle<PipelineDescriptor>,
pipeline_descriptor: &PipelineDescriptor,
shaders: &Assets<Shader>
)
fn bind_group_descriptor_exists(
&self,
bind_group_descriptor_id: BindGroupDescriptorId
) -> bool
&self,
bind_group_descriptor_id: BindGroupDescriptorId
) -> bool
fn create_bind_group(
&self,
bind_group_descriptor_id: BindGroupDescriptorId,
bind_group: &BindGroup
)
&self,
bind_group_descriptor_id: BindGroupDescriptorId,
bind_group: &BindGroup
)
fn clear_bind_groups(&self)
Implementations
impl dyn RenderResourceContext
[src]
pub fn set_asset_resource<T>(
&self,
handle: &Handle<T>,
resource: RenderResourceId,
index: u64
) where
T: Asset,
[src]
&self,
handle: &Handle<T>,
resource: RenderResourceId,
index: u64
) where
T: Asset,
pub fn get_asset_resource<T>(
&self,
handle: &Handle<T>,
index: u64
) -> Option<RenderResourceId> where
T: Asset,
[src]
&self,
handle: &Handle<T>,
index: u64
) -> Option<RenderResourceId> where
T: Asset,
pub fn remove_asset_resource<T>(&self, handle: &Handle<T>, index: u64) where
T: Asset,
[src]
T: Asset,
impl dyn RenderResourceContext
[src]
pub fn is<__T: RenderResourceContext>(&self) -> bool
[src]
Returns true if the trait object wraps an object of type __T
.
pub fn downcast<__T: RenderResourceContext>(
self: Box<Self>
) -> Result<Box<__T>, Box<Self>>
[src]
self: Box<Self>
) -> Result<Box<__T>, Box<Self>>
Returns a boxed object from a boxed trait object if the underlying object is of type
__T
. Returns the original boxed trait if it isn't.
pub fn downcast_rc<__T: RenderResourceContext>(
self: Rc<Self>
) -> Result<Rc<__T>, Rc<Self>>
[src]
self: Rc<Self>
) -> Result<Rc<__T>, Rc<Self>>
Returns an Rc
-ed object from an Rc
-ed trait object if the underlying object is of
type __T
. Returns the original Rc
-ed trait if it isn't.
pub fn downcast_ref<__T: RenderResourceContext>(&self) -> Option<&__T>
[src]
Returns a reference to the object within the trait object if it is of type __T
, or
None
if it isn't.
pub fn downcast_mut<__T: RenderResourceContext>(&mut self) -> Option<&mut __T>
[src]
Returns a mutable reference to the object within the trait object if it is of type
__T
, or None
if it isn't.
Implementors
impl RenderResourceContext for HeadlessRenderResourceContext
[src]
fn create_swap_chain(&self, _window: &Window)
[src]
fn next_swap_chain_texture(&self, _window: &Window) -> TextureId
[src]
fn drop_swap_chain_texture(&self, _render_resource: TextureId)
[src]
fn drop_all_swap_chain_textures(&self)
[src]
fn create_sampler(&self, _sampler_descriptor: &SamplerDescriptor) -> SamplerId
[src]
fn create_texture(&self, texture_descriptor: TextureDescriptor) -> TextureId
[src]
fn create_buffer(&self, buffer_info: BufferInfo) -> BufferId
[src]
fn write_mapped_buffer(
&self,
id: BufferId,
_range: Range<u64>,
write: &mut dyn FnMut(&mut [u8], &dyn RenderResourceContext)
)
[src]
&self,
id: BufferId,
_range: Range<u64>,
write: &mut dyn FnMut(&mut [u8], &dyn RenderResourceContext)
)
fn map_buffer(&self, _id: BufferId)
[src]
fn unmap_buffer(&self, _id: BufferId)
[src]
fn create_buffer_with_data(
&self,
buffer_info: BufferInfo,
_data: &[u8]
) -> BufferId
[src]
&self,
buffer_info: BufferInfo,
_data: &[u8]
) -> BufferId
fn create_shader_module(
&self,
_shader_handle: &Handle<Shader>,
_shaders: &Assets<Shader>
)
[src]
&self,
_shader_handle: &Handle<Shader>,
_shaders: &Assets<Shader>
)
fn remove_buffer(&self, buffer: BufferId)
[src]
fn remove_texture(&self, texture: TextureId)
[src]
fn remove_sampler(&self, _sampler: SamplerId)
[src]
fn set_asset_resource_untyped(
&self,
handle: HandleUntyped,
render_resource: RenderResourceId,
index: u64
)
[src]
&self,
handle: HandleUntyped,
render_resource: RenderResourceId,
index: u64
)
fn get_asset_resource_untyped(
&self,
handle: HandleUntyped,
index: u64
) -> Option<RenderResourceId>
[src]
&self,
handle: HandleUntyped,
index: u64
) -> Option<RenderResourceId>
fn create_render_pipeline(
&self,
_pipeline_handle: Handle<PipelineDescriptor>,
_pipeline_descriptor: &PipelineDescriptor,
_shaders: &Assets<Shader>
)
[src]
&self,
_pipeline_handle: Handle<PipelineDescriptor>,
_pipeline_descriptor: &PipelineDescriptor,
_shaders: &Assets<Shader>
)
fn create_bind_group(
&self,
_bind_group_descriptor_id: BindGroupDescriptorId,
_bind_group: &BindGroup
)
[src]
&self,
_bind_group_descriptor_id: BindGroupDescriptorId,
_bind_group: &BindGroup
)
fn create_shader_module_from_source(
&self,
_shader_handle: &Handle<Shader>,
_shader: &Shader
)
[src]
&self,
_shader_handle: &Handle<Shader>,
_shader: &Shader
)
fn remove_asset_resource_untyped(&self, handle: HandleUntyped, index: u64)
[src]
fn clear_bind_groups(&self)
[src]
fn get_buffer_info(&self, buffer: BufferId) -> Option<BufferInfo>
[src]
fn bind_group_descriptor_exists(
&self,
_bind_group_descriptor_id: BindGroupDescriptorId
) -> bool
[src]
&self,
_bind_group_descriptor_id: BindGroupDescriptorId
) -> bool