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

pub trait FactoryExt<R: Resources>: Factory<R> {
    fn create_vertex_buffer<T>(&mut self, vertices: &[T]) -> Buffer<R, T> where T: Copy + Structure<Format> { ... }
    fn create_vertex_buffer_with_slice<B, V>(&mut self, vertices: &[V], indices: B) -> (Buffer<R, V>, Slice<R>) where V: Copy + Structure<Format>, B: IntoIndexBuffer<R> { ... }
    fn create_constant_buffer<T>(&mut self, num: usize) -> Buffer<R, T> { ... }
    fn create_shader_set(&mut self, vs_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> { ... }
    fn create_pipeline_from_program<I: PipelineInit>(&mut self, program: &Program<R>, primitive: Primitive, rasterizer: Rasterizer, init: I) -> Result<PipelineState<R, I::Meta>, PipelineStateError> { ... }
    fn create_pipeline_simple<I: PipelineInit>(&mut self, vs: &[u8], ps: &[u8], init: I) -> Result<PipelineState<R, I::Meta>, PipelineStateError> { ... }
    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

Create a vertex buffer from the supplied data. A Slice will have to manually be constructed.

Shorthand for creating a new vertex buffer from the supplied vertices, together with a Slice from the supplied indices.

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

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

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

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

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

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.

Create a linear sampler with clamping to border.

Implementors