pub struct Device {
pub wgpu: Device,
pub queue: Queue,
pub surface: Option<Surface>,
/* private fields */
}Fields§
§wgpu: Device§queue: Queue§surface: Option<Surface>Implementations§
Source§impl Device
impl Device
pub async fn for_surface( surface: Surface, adapter: &Adapter, ) -> Result<Self, RequestDeviceError>
pub async fn offscreen(adapter: &Adapter) -> Result<Self, RequestDeviceError>
pub const fn device(&self) -> &Device
pub const fn size(&self) -> Size<u32, Pixels>
pub fn device_mut(&mut self) -> &mut Device
pub fn create_command_encoder(&self) -> CommandEncoder
pub fn configure<PM: Into<PresentMode>>( &mut self, size: Size<u32, ScreenSpace>, mode: PM, format: TextureFormat, )
pub fn create_pipeline_layout(&self, ss: &[Set<'_>]) -> PipelineLayout
pub fn create_shader(&self, source: &[u8]) -> Shader
pub fn create_shader_from_wgsl(&self, source: &str) -> Shader
pub fn create_encoder(&self) -> CommandEncoder
pub fn create_texture( &self, size: Size<u32, ScreenSpace>, format: TextureFormat, usage: TextureUsages, sample_count: u32, ) -> Texture
pub fn create_framebuffer( &self, size: Size<u32, ScreenSpace>, format: TextureFormat, sample_count: u32, ) -> Framebuffer
pub fn create_zbuffer( &self, size: Size<u32, ScreenSpace>, sample_count: u32, ) -> DepthBuffer
pub fn create_binding_group( &self, layout: &BindingGroupLayout, binds: &[&dyn Bind], ) -> BindingGroup
pub fn create_buffer<T>(&self, vertices: &[T]) -> VertexBuffer
pub fn create_uniform_buffer<T>(&self, buf: &[T]) -> UniformBuffer
pub fn create_index(&self, indices: &[u16]) -> IndexBuffer
pub fn create_sampler( &self, min_filter: FilterMode, mag_filter: FilterMode, ) -> Sampler
pub fn create_binding_group_layout( &self, index: u32, slots: &[Binding], ) -> BindingGroupLayout
pub fn create_buffer_from_slice<T: Pod>( &self, slice: &[T], usage: BufferUsages, ) -> Buffer
pub fn update_uniform_buffer<T: Pod + Copy + 'static>( &self, slice: &[T], buf: &UniformBuffer, )
pub fn submit<I: IntoIterator<Item = CommandBuffer>>( &mut self, cmds: I, ) -> SubmissionIndex
pub fn create_pipeline( &self, pipeline_layout: PipelineLayout, vertex_layout: VertexLayout, blending: Blending, vs: &Shader, fs: &Shader, swapchain_format: TextureFormat, multisample: MultisampleState, ) -> Pipeline
Trait Implementations§
Auto Trait Implementations§
impl !Freeze for Device
impl !RefUnwindSafe for Device
impl Send for Device
impl Sync for Device
impl Unpin for Device
impl !UnwindSafe for Device
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more