var searchIndex = {}; searchIndex["gfx"] = {"doc":"An efficient, low-level, bindless graphics API for Rust. See [the\nblog](http://gfx-rs.github.io/) for explanations and annotated examples.","items":[[0,"preset","gfx","State presets",null,null],[0,"blend","gfx::preset","Blending preset modes.",null,null],[17,"ADD","gfx::preset::blend","When combining two fragments, add their values together, saturating at 1.0",null,null],[17,"MULTIPLY","","When combining two fragments, multiply their values together.",null,null],[17,"ALPHA","","When combining two fragments, add the value of the source times its alpha channel with the\nvalue of the destination multiplied by the inverse of the source alpha channel. Has the\nusual transparency effect: mixes the two colors using a fraction of each one specified by\nthe alpha of the source.",null,null],[17,"INVERT","","When combining two fragments, subtract the destination color from a constant color\nusing the source color as weight. Has an invert effect with the constant color\nas base and source color controlling displacement from the base color.\nA white source color and a white value results in plain invert.\nThe output alpha is same as destination alpha.",null,null],[0,"depth","gfx::preset","Depth preset modes.",null,null],[17,"LESS_EQUAL_TEST","gfx::preset::depth",""<=" comparison with read-only depth",null,null],[17,"LESS_EQUAL_WRITE","",""<=" comparison with writable depth",null,null],[0,"state","gfx","Fixed-function hardware state.",null,null],[4,"FrontFace","gfx::state","The front face winding order of a set of vertices.",null,null],[13,"Clockwise","","Clockwise winding order.",0,null],[13,"CounterClockwise","","Counter-clockwise winding order.",0,null],[6,"LineWidth","","",null,null],[6,"OffsetSlope","","",null,null],[6,"OffsetUnits","","",null,null],[3,"Offset","","How to offset vertices in screen space, if at all.",null,null],[12,"0","","",1,null],[12,"1","","",1,null],[4,"CullFace","","Which face, if any, to cull.",null,null],[13,"Nothing","","",2,null],[13,"Front","","",2,null],[13,"Back","","",2,null],[4,"RasterMethod","","How to rasterize a primitive.",null,null],[13,"Point","","Rasterize as a point.",3,null],[13,"Line","","Rasterize as a line with the given width.",3,null],[13,"Fill","","Rasterize as a face with a given cull face mode.",3,null],[3,"MultiSample","","Multi-sampling rasterization mode",null,null],[3,"Rasterizer","","Primitive rasterization state. Note that GL allows different raster\nmethod to be used for front and back, while this abstraction does not.",null,null],[12,"front_face","","Which vertex winding is considered to be the front face for culling.",4,null],[12,"method","","How to rasterize this primitive.",4,null],[12,"offset","","Any polygon offset to apply.",4,null],[12,"samples","","Multi-sampling mode.",4,null],[4,"Comparison","","A pixel-wise comparison function.",null,null],[13,"Never","","`false`",5,null],[13,"Less","","`x < y`",5,null],[13,"LessEqual","","`x <= y`",5,null],[13,"Equal","","`x == y`",5,null],[13,"GreaterEqual","","`x >= y`",5,null],[13,"Greater","","`x > y`",5,null],[13,"NotEqual","","`x != y`",5,null],[13,"Always","","`true`",5,null],[4,"StencilOp","","Stencil mask operation.",null,null],[13,"Keep","","Keep the current value in the stencil buffer (no change).",6,null],[13,"Zero","","Set the value in the stencil buffer to zero.",6,null],[13,"Replace","","Set the stencil buffer value to `value` from `StencilSide`",6,null],[13,"IncrementClamp","","Increment the stencil buffer value, clamping to its maximum value.",6,null],[13,"IncrementWrap","","Increment the stencil buffer value, wrapping around to 0 on overflow.",6,null],[13,"DecrementClamp","","Decrement the stencil buffer value, clamping to its minimum value.",6,null],[13,"DecrementWrap","","Decrement the stencil buffer value, wrapping around to the maximum value on overflow.",6,null],[13,"Invert","","Bitwise invert the current value in the stencil buffer.",6,null],[3,"StencilSide","","Complete stencil state for a given side of a face.",null,null],[12,"fun","","Comparison function to use to determine if the stencil test passes.",7,null],[12,"mask_read","","A mask that is ANDd with both the stencil buffer value and the reference value when they\nare read before doing the stencil test.",7,null],[12,"mask_write","","A mask that is ANDd with the stencil value before writing to the stencil buffer.",7,null],[12,"op_fail","","What operation to do if the stencil test fails.",7,null],[12,"op_depth_fail","","What operation to do if the stenil test passes but the depth test fails.",7,null],[12,"op_pass","","What operation to do if both the depth and stencil test pass.",7,null],[3,"Stencil","","Complete stencil state, specifying how to handle the front and back side of a face.",null,null],[12,"front","","",8,null],[12,"back","","",8,null],[3,"Depth","","Depth test state.",null,null],[12,"fun","","Comparison function to use.",9,null],[12,"write","","Specify whether to write to the depth buffer or not.",9,null],[4,"Equation","","",null,null],[13,"Add","","Adds source and destination.\nSource and destination are multiplied by blending parameters before addition.",10,null],[13,"Sub","","Subtracts destination from source.\nSource and destination are multiplied by blending parameters before subtraction.",10,null],[13,"RevSub","","Subtracts source from destination.\nSource and destination are multiplied by blending parameters before subtraction.",10,null],[13,"Min","","Component-wise minimum value of source and destination.\nBlending parameters are ignored.",10,null],[13,"Max","","Component-wise maximum value of source and destination.\nBlending parameters are ignored.",10,null],[4,"BlendValue","","",null,null],[13,"SourceColor","","",11,null],[13,"SourceAlpha","","",11,null],[13,"DestColor","","",11,null],[13,"DestAlpha","","",11,null],[13,"ConstColor","","",11,null],[13,"ConstAlpha","","",11,null],[4,"Factor","","",null,null],[13,"Zero","","",12,null],[13,"One","","",12,null],[13,"SourceAlphaSaturated","","",12,null],[13,"ZeroPlus","","",12,null],[13,"OneMinus","","",12,null],[3,"BlendChannel","","",null,null],[12,"equation","","",13,null],[12,"source","","",13,null],[12,"destination","","",13,null],[3,"Blend","","",null,null],[12,"color","","",14,null],[12,"alpha","","",14,null],[3,"ColorMask","","",null,null],[17,"RED","","",null,null],[17,"GREEN","","",null,null],[17,"BLUE","","",null,null],[17,"ALPHA","","",null,null],[17,"MASK_ALL","","",null,null],[17,"MASK_NONE","","",null,null],[3,"Color","","The state of an active color render target",null,null],[12,"mask","","Color mask to use.",15,null],[12,"blend","","Optional blending.",15,null],[3,"RefValues","","The complete set of the rasterizer reference values.\nSwitching these doesn't roll the hardware context.",null,null],[12,"stencil","","Stencil front and back values.",16,null],[12,"blend","","Constant blend color.",16,null],[0,"draw","gfx::core","Command Buffer device interface",null,null],[4,"ClearColor","gfx::core::draw","A universal clear color supporting integet formats\nas well as the standard floating-point.",null,null],[13,"Float","","Standard floating-point vec4 color",17,null],[13,"Int","","Integer vector to clear ivec4 targets.",17,null],[13,"Uint","","Unsigned int vector to clear uvec4 targets.",17,null],[3,"ClearSet","","Complete clear data for a given pixel target set.",null,null],[12,"0","","",18,null],[12,"1","","",18,null],[12,"2","","",18,null],[3,"DataPointer","","The place of some data in the data buffer.",null,null],[3,"DataBuffer","","A buffer of data accompanying the commands. It can be vertex data, texture\nupdates, uniform blocks, or even some draw states.",null,null],[6,"InstanceOption","","",null,null],[8,"CommandBuffer","","An interface of the abstract command buffer. It collects commands in an\nefficient API-specific manner, to be ready for execution on the device.",null,null],[10,"clone_empty","","Clone as an empty buffer",19,null],[10,"reset","","Reset the command buffer contents, retain the allocated storage",19,null],[10,"bind_pipeline_state","","Bind a pipeline state object",19,null],[10,"bind_vertex_buffers","","Bind a complete set of vertex buffers",19,null],[10,"bind_constant_buffers","","Bind a complete set of constant buffers",19,null],[10,"bind_global_constant","","Bind a global constant",19,null],[10,"bind_resource_views","","Bind a complete set of shader resource views",19,null],[10,"bind_unordered_views","","Bind a complete set of unordered access views",19,null],[10,"bind_samplers","","Bind a complete set of samplers",19,null],[10,"bind_pixel_targets","","Bind a complete set of pixel targets, including multiple\ncolors views and an optional depth/stencil view.",19,null],[10,"bind_index","","Bind an index buffer",19,null],[10,"set_scissor","","Set scissor test",19,null],[10,"set_ref_values","","Set reference values for the blending and stencil front/back",19,null],[10,"update_buffer","","Update a vertex/index/uniform buffer",19,null],[10,"update_texture","","Update a texture",19,null],[10,"clear","","Clear render targets",19,null],[10,"call_draw","","Draw a primitive",19,null],[10,"call_draw_indexed","","Draw a primitive with index buffer",19,null],[0,"dummy","gfx::core","Dummy backend implementation to test the code for compile errors\noutside of the graphics development environment.",null,null],[3,"DummyDevice","gfx::core::dummy","Dummy device which does minimal work, just to allow testing\ngfx-rs apps for compilation.",null,null],[4,"DummyResources","","Dummy resources phantom type",null,null],[3,"DummyCommandBuffer","","Dummy command buffer, which ignores all the calls.",null,null],[0,"factory","gfx::core","Resource factory.",null,null],[8,"Phantom","gfx::core::factory","A service trait used to get the raw data out of\nstrong types. Not meant for public use.",null,null],[16,"Raw","","The raw type behind the phantom.",20,null],[10,"new","","Crete a new phantom from the raw type.",20,null],[10,"raw","","Get an internal reference to the raw type.",20,null],[5,"cast_slice","","Cast a slice from one POD type to another.",null,null],[4,"MapAccess","","Specifies the access allowed to a buffer mapping.",null,null],[13,"Readable","","Only allow reads.",21,null],[13,"Writable","","Only allow writes.",21,null],[13,"RW","","Allow full access.",21,null],[4,"BufferRole","","Role of the memory buffer. GLES doesn't chaning bind points for buffers.",null,null],[13,"Vertex","","Generic vertex buffer",22,null],[13,"Index","","Index buffer",22,null],[13,"Uniform","","Uniform block buffer",22,null],[4,"BufferUsage","","A hint as to how this buffer will be used.",null,null],[13,"Const","","Once uploaded, this buffer will rarely change, but will be read from often.",23,null],[13,"Dynamic","","This buffer will be updated "frequently", and will be read from multiple times between\nupdates.",23,null],[13,"Stream","","This buffer always or almost always be updated after each read.",23,null],[3,"BufferInfo","","An information block that is immutable and associated with each buffer",null,null],[12,"role","","Role",24,null],[12,"usage","","Usage hint",24,null],[12,"size","","Size in bytes",24,null],[4,"BufferUpdateError","","An error happening on buffer updates.",null,null],[13,"OutOfBounds","","Trying to change the contents outside of the allocation.",25,null],[3,"Bind","","Bind flags",null,null],[17,"SHADER_RESOURCE","","The resource can be bound to the shader for reading.",null,null],[17,"RENDER_TARGET","","The resource can be rendered into.",null,null],[17,"UNORDERED_ACCESS","","The resource can be bound to the shader for writing.",null,null],[4,"ResourceViewError","","Error creating either a ShaderResourceView, or UnorderedAccessView.",null,null],[13,"NoBindFlag","","The corresponding bind flag does not present in the texture.",26,null],[13,"Unsupported","","The backend refused for some reason.",26,null],[4,"TargetViewError","","Error creating either a RenderTargetView, or DepthStencilView.",null,null],[13,"NoBindFlag","","The `RENDER_TARGET` flag does not present in the texture.",27,null],[13,"Size","","Tried to view more than there is.",27,null],[13,"Unsupported","","The backend refused for some reason.",27,null],[4,"CombinedError","","An error from creating textures with views at the same time.",null,null],[13,"Texture","","Failed to create the raw texture.",28,null],[13,"Resource","","Failed to create SRV or UAV.",28,null],[13,"Target","","Failed to create RTV or DSV.",28,null],[8,"Factory","","",null,null],[16,"CommandBuffer","","Associated command buffer type",29,null],[16,"Mapper","","Associated mapper type",29,null],[10,"get_capabilities","","Returns the capabilities available to the specific API implementation",29,null],[10,"create_command_buffer","","",29,null],[10,"create_buffer_raw","","",29,null],[10,"create_buffer_static_raw","","",29,null],[11,"create_buffer_static","","",29,null],[11,"create_buffer_dynamic","","",29,null],[10,"create_pipeline_state_raw","","",29,null],[10,"create_program","","",29,null],[10,"create_shader","","",29,null],[11,"create_shader_vertex","","",29,null],[11,"create_shader_geometry","","",29,null],[11,"create_shader_pixel","","",29,null],[10,"create_sampler","","",29,null],[10,"update_buffer_raw","","Update the information stored in a specific buffer",29,null],[11,"update_buffer","","",29,null],[10,"map_buffer_raw","","",29,null],[10,"unmap_buffer_raw","","",29,null],[10,"map_buffer_readable","","",29,null],[10,"map_buffer_writable","","",29,null],[10,"map_buffer_rw","","",29,null],[10,"update_texture_raw","","",29,null],[11,"update_texture","","",29,null],[10,"generate_mipmap_raw","","",29,null],[10,"create_texture_raw","","",29,null],[11,"create_texture_with_data","","",29,null],[10,"view_buffer_as_shader_resource_raw","","",29,null],[10,"view_buffer_as_unordered_access_raw","","",29,null],[10,"view_texture_as_shader_resource_raw","","",29,null],[10,"view_texture_as_unordered_access_raw","","",29,null],[10,"view_texture_as_render_target_raw","","",29,null],[10,"view_texture_as_depth_stencil_raw","","",29,null],[11,"create_texture","","",29,null],[11,"view_buffer_as_shader_resource","","",29,null],[11,"view_buffer_as_unordered_access","","",29,null],[11,"view_texture_as_shader_resource","","",29,null],[11,"view_texture_as_unordered_access","","",29,null],[11,"view_texture_as_render_target","","",29,null],[11,"view_texture_as_depth_stencil","","",29,null],[11,"create_texture_const","","",29,null],[11,"create_render_target","","",29,null],[11,"create_depth_stencil","","",29,null],[0,"format","gfx::core","Universal format specification.\nApplicable to textures, views, and vertex buffers.",null,null],[4,"ChannelType","gfx::core::format","Type of a surface channel. This is how we interpret the\nstorage allocated with `SurfaceType`.",null,null],[13,"Int","","",30,null],[13,"Uint","","",30,null],[13,"Iscaled","","",30,null],[13,"Uscaled","","",30,null],[13,"Inorm","","",30,null],[13,"Unorm","","",30,null],[13,"Float","","",30,null],[13,"Srgb","","",30,null],[4,"Int","","",null,null],[4,"Uint","","",null,null],[4,"Iscaled","","",null,null],[4,"Uscaled","","",null,null],[4,"Inorm","","",null,null],[4,"Unorm","","",null,null],[4,"Float","","",null,null],[4,"Srgb","","",null,null],[4,"SurfaceType","","Type of the allocated texture surface. It is supposed to only\ncarry information about the number of bits per each channel.\nThe actual types are up to the views to decide and interpret.\nThe actual components are up to the swizzle to define.",null,null],[13,"R3_G3_B2","","",31,null],[13,"R4_G4","","",31,null],[13,"R4_G4_B4_A4","","",31,null],[13,"R5_G5_B5_A1","","",31,null],[13,"R5_G6_B5","","",31,null],[13,"R8","","",31,null],[13,"R8_G8","","",31,null],[13,"R8_G8_B8","","",31,null],[13,"R8_G8_B8_A8","","",31,null],[13,"R10_G10_B10_A2","","",31,null],[13,"R11_G11_B10","","",31,null],[13,"R16","","",31,null],[13,"R16_G16","","",31,null],[13,"R16_G16_B16","","",31,null],[13,"R16_G16_B16_A16","","",31,null],[13,"R32","","",31,null],[13,"R32_G32","","",31,null],[13,"R32_G32_B32","","",31,null],[13,"R32_G32_B32_A32","","",31,null],[13,"D16","","",31,null],[13,"D24","","",31,null],[13,"D24_S8","","",31,null],[13,"D32","","",31,null],[4,"R3_G3_B2","","",null,null],[4,"R4_G4","","",null,null],[4,"R4_G4_B4_A4","","",null,null],[4,"R5_G5_B5_A1","","",null,null],[4,"R5_G6_B5","","",null,null],[4,"R8","","",null,null],[4,"R8_G8","","",null,null],[4,"R8_G8_B8","","",null,null],[4,"R8_G8_B8_A8","","",null,null],[4,"R10_G10_B10_A2","","",null,null],[4,"R11_G11_B10","","",null,null],[4,"R16","","",null,null],[4,"R16_G16","","",null,null],[4,"R16_G16_B16","","",null,null],[4,"R16_G16_B16_A16","","",null,null],[4,"R32","","",null,null],[4,"R32_G32","","",null,null],[4,"R32_G32_B32","","",null,null],[4,"R32_G32_B32_A32","","",null,null],[4,"D16","","",null,null],[4,"D24","","",null,null],[4,"D24_S8","","",null,null],[4,"D32","","",null,null],[4,"ChannelSource","","Source channel in a swizzle configuration. Some may redirect onto\ndifferent physical channels, some may be hardcoded to 0 or 1.",null,null],[13,"Zero","","",32,null],[13,"One","","",32,null],[13,"X","","",32,null],[13,"Y","","",32,null],[13,"Z","","",32,null],[13,"W","","",32,null],[3,"Swizzle","","Channel swizzle configuration for the resource views.\nNote: It's not currently mirrored at compile-time,\nthus providing less safety and convenience.",null,null],[12,"0","","",33,null],[12,"1","","",33,null],[12,"2","","",33,null],[12,"3","","",33,null],[3,"Format","","Complete run-time surface format.",null,null],[12,"0","","",34,null],[12,"1","","",34,null],[8,"SurfaceTyped","","Compile-time surface type trait.",null,null],[16,"DataType","","The corresponding data type to be passed from CPU.",35,null],[10,"get_surface_type","","Return the run-time value of the type.",35,{"inputs":[],"output":{"name":"surfacetype"}}],[8,"BufferSurface","","An ability of a surface type to be used for vertex buffers.",null,null],[8,"TextureSurface","","An ability of a surface type to be used for textures.",null,null],[8,"RenderSurface","","An ability of a surface type to be used for render targets.",null,null],[8,"DepthSurface","","An ability of a surface type to be used for depth targets.",null,null],[8,"StencilSurface","","An ability of a surface type to be used for stencil targets.",null,null],[8,"ChannelTyped","","Compile-time channel type trait.",null,null],[16,"ShaderType","","Shader-visible type that corresponds to this channel.\nFor example, normalized and scaled integers are visible as floats.",36,null],[10,"get_channel_type","","Return the run-time value of the type.",36,{"inputs":[],"output":{"name":"channeltype"}}],[8,"TextureChannel","","An ability of a channel type to be used for textures.",null,null],[8,"RenderChannel","","An ability of a channel type to be used for render targets.",null,null],[8,"BlendChannel","","An ability of a channel type to be used for blended render targets.",null,null],[8,"Formatted","","Compile-time full format trait.",null,null],[16,"Surface","","Associated surface type.",37,null],[16,"Channel","","Associated channel type.",37,null],[16,"View","","Shader view type of this format.",37,null],[11,"get_format","","Return the run-time value of the type.",37,{"inputs":[],"output":{"name":"format"}}],[8,"BufferFormat","","Ability to be used for vertex buffers.",null,null],[8,"DepthFormat","","Ability to be used for depth targets.",null,null],[8,"StencilFormat","","Ability to be used for vertex buffers.",null,null],[8,"DepthStencilFormat","","Ability to be used for depth+stencil targets.",null,null],[8,"TextureFormat","","Ability to be used for textures.",null,null],[8,"RenderFormat","","Ability to be used for render targets.",null,null],[8,"BlendFormat","","Ability to be used for blended render targets.",null,null],[3,"U8Norm","","",null,null],[12,"0","","",38,null],[3,"I8Norm","","",null,null],[12,"0","","",39,null],[3,"U8Scaled","","",null,null],[12,"0","","",40,null],[3,"I8Scaled","","",null,null],[12,"0","","",41,null],[3,"U16Norm","","",null,null],[12,"0","","",42,null],[3,"I16Norm","","",null,null],[12,"0","","",43,null],[3,"F16","","",null,null],[12,"0","","",44,null],[6,"Vec1","","",null,null],[6,"Vec2","","",null,null],[6,"Vec3","","",null,null],[6,"Vec4","","",null,null],[6,"Rgba8","","",null,null],[6,"Srgb8","","",null,null],[6,"Srgba8","","",null,null],[6,"Rgb10a2F","","",null,null],[6,"Rgba16F","","",null,null],[6,"Rgba32F","","",null,null],[6,"Depth","","",null,null],[6,"DepthStencil","","",null,null],[6,"Depth32F","","",null,null],[0,"handle","gfx::core","Device resource handles",null,null],[3,"RawBuffer","gfx::core::handle","Raw (untyped) Buffer Handle",null,null],[3,"Buffer","","Type-safe buffer handle",null,null],[3,"Shader","","Shader Handle",null,null],[3,"Program","","Program Handle",null,null],[3,"RawPipelineState","","Raw Pipeline State Handle",null,null],[3,"RawTexture","","Raw texture object",null,null],[3,"Texture","","Typed texture object",null,null],[3,"RawShaderResourceView","","Raw Shader Resource View Handle",null,null],[3,"ShaderResourceView","","Type-safe Shader Resource View Handle",null,null],[3,"RawUnorderedAccessView","","Raw Unordered Access View Handle",null,null],[3,"UnorderedAccessView","","Type-safe Unordered Access View Handle",null,null],[3,"RawRenderTargetView","","Raw RTV",null,null],[3,"RawDepthStencilView","","Raw DSV",null,null],[3,"RenderTargetView","","Typed RTV",null,null],[3,"DepthStencilView","","Typed DSV",null,null],[3,"Sampler","","Sampler Handle",null,null],[3,"Fence","","Fence Handle",null,null],[3,"Manager","","Stores reference-counted resources used in a command buffer.\nSeals actual resource names behind the interface, automatically\nreferencing them both by the Factory on resource creation\nand the Renderer during CommandBuffer population.",null,null],[8,"Producer","","A service trait to be used by the device implementation",null,null],[10,"make_buffer","","",45,null],[10,"make_shader","","",45,null],[10,"make_program","","",45,null],[10,"make_pso","","",45,null],[10,"make_texture","","",45,null],[10,"make_buffer_srv","","",45,null],[10,"make_texture_srv","","",45,null],[10,"make_buffer_uav","","",45,null],[10,"make_texture_uav","","",45,null],[10,"make_rtv","","",45,null],[10,"make_dsv","","",45,null],[10,"make_sampler","","",45,null],[10,"make_fence","","",45,null],[10,"clean_with","","Walk through all the handles, keep ones that are reference elsewhere\nand call the provided delete function (resource-specific) for others",45,null],[0,"mapping","gfx::core","Memory mapping",null,null],[8,"Raw","gfx::core::mapping","Unsafe operations for a buffer mapping",null,null],[10,"set","","Set the element at `index` to `val`. Not bounds-checked.",46,null],[10,"to_slice","","Returns a slice of the specified length.",46,null],[10,"to_mut_slice","","Returns a mutable slice of the specified length.",46,null],[3,"Readable","","A handle to a readable map, which can be sliced.",null,null],[3,"Writable","","A handle to a writable map, which only allows setting elements.",null,null],[3,"RW","","A handle to a complete readable/writable map, which can be sliced both ways.",null,null],[8,"Builder","","A service trait with methods for mapping already implemented.\nTo be used by device back ends.",null,null],[16,"RawMapping","","",47,null],[10,"map_readable","","",47,null],[10,"map_writable","","",47,null],[10,"map_read_write","","",47,null],[0,"pso","gfx::core","Pipeline State Objects",null,null],[6,"BufferOffset","gfx::core::pso","",null,null],[3,"CreationError","","Error types happening upon PSO creation on the device side.",null,null],[3,"ColorInfo","","Color output configuration of the PSO.",null,null],[12,"mask","","Color channel mask",48,null],[12,"color","","Optional color blending",48,null],[12,"alpha","","Optional alpha blending",48,null],[3,"DepthStencilInfo","","Depth and stencil state of the PSO.",null,null],[12,"depth","","Optional depth test configuration",49,null],[12,"front","","Optional stencil test on the front faces",49,null],[12,"back","","Optional stencil test on the back faces",49,null],[6,"ElemOffset","","",null,null],[6,"ElemStride","","",null,null],[6,"InstanceRate","","",null,null],[3,"Element","","A struct element descriptor.",null,null],[12,"format","","Element format",50,null],[12,"offset","","Offset from the beginning of the container, in bytes",50,null],[12,"stride","","Total container size, in bytes",50,null],[6,"AttributeDesc","","",null,null],[6,"ColorTargetDesc","","",null,null],[6,"DepthStencilDesc","","",null,null],[3,"Descriptor","","All the information surrounding a shader program that is required\nfor PSO creation, including the formats of vertex buffers and pixel targets;",null,null],[12,"primitive","","Type of the primitive",51,null],[12,"rasterizer","","Rasterizer setup",51,null],[12,"attributes","","Vertex attributes",51,null],[12,"color_targets","","Render target views (RTV)",51,null],[12,"depth_stencil","","Depth stencil view (DSV)",51,null],[3,"VertexBufferSet","","A complete set of vertex buffers to be used for vertex import in PSO.",null,null],[12,"0","","Array of buffer handles with offsets in them",52,null],[3,"ConstantBufferSet","","A complete set of constant buffers to be used for the constants binding in PSO.",null,null],[12,"0","","Array of buffer handles",53,null],[3,"ResourceViewSet","","A complete set of shader resource views to be used in PSO.",null,null],[12,"0","","Array of SRVs",54,null],[3,"UnorderedViewSet","","A complete set of unordered access views to be used in PSO.",null,null],[12,"0","","Array of UAVs",55,null],[3,"SamplerSet","","A complete set of samplers to be used for PSO.",null,null],[12,"0","","Array of samplers",56,null],[3,"PixelTargetSet","","A complete set of render targets to be used for pixel export in PSO.",null,null],[12,"colors","","Array of color target views",57,null],[12,"depth","","Depth target view",57,null],[12,"stencil","","Stencil target view",57,null],[12,"size","","Rendering dimensions",57,null],[0,"shade","gfx::core","Shader handling.",null,null],[6,"Dimension","gfx::core::shade","",null,null],[4,"IsArray","","Whether the sampler samples an array texture.",null,null],[13,"Array","","",58,null],[13,"NoArray","","",58,null],[4,"IsComparison","","Whether the sampler compares the depth value upon sampling.",null,null],[13,"Compare","","",59,null],[13,"NoCompare","","",59,null],[4,"IsMultiSample","","Whether the sampler samples a multisample texture.",null,null],[13,"MultiSample","","",60,null],[13,"NoMultiSample","","",60,null],[4,"IsRect","","Whether the sampler samples a rectangle texture.",null,null],[13,"Rect","","",61,null],[13,"NoRect","","",61,null],[4,"MatrixFormat","","Whether the matrix is column or row major.",null,null],[13,"ColumnMajor","","",62,null],[13,"RowMajor","","",62,null],[4,"TextureType","","A type of the texture variable.\nThis has to match the actual data we bind to the shader.",null,null],[13,"Buffer","","Sample from a buffer.",63,null],[13,"D1","","Sample from a 1D texture",63,null],[13,"D2","","Sample from a 2D texture",63,null],[13,"D3","","Sample from a 3D texture",63,null],[13,"Cube","","Sample from a cubemap.",63,null],[3,"SamplerType","","A type of the sampler variable.",null,null],[12,"0","","",64,null],[12,"1","","",64,null],[4,"BaseType","","Base type of this shader parameter.",null,null],[13,"I32","","",65,null],[13,"U32","","",65,null],[13,"F32","","",65,null],[13,"F64","","",65,null],[13,"Bool","","",65,null],[4,"ContainerType","","Number of components this parameter represents.",null,null],[13,"Single","","Scalar value",66,null],[13,"Vector","","A vector with `Dimension` components.",66,null],[13,"Matrix","","A matrix.",66,null],[4,"Stage","","Which program stage this shader represents.",null,null],[13,"Vertex","","",67,null],[13,"Geometry","","",67,null],[13,"Pixel","","",67,null],[6,"Location","","",null,null],[4,"UniformValue","","A value that can be uploaded to the device as a uniform.",null,null],[13,"I32","","",68,null],[13,"F32","","",68,null],[13,"I32Vector2","","",68,null],[13,"I32Vector3","","",68,null],[13,"I32Vector4","","",68,null],[13,"F32Vector2","","",68,null],[13,"F32Vector3","","",68,null],[13,"F32Vector4","","",68,null],[13,"F32Matrix2","","",68,null],[13,"F32Matrix3","","",68,null],[13,"F32Matrix4","","",68,null],[6,"ConstFormat","","",null,null],[8,"BaseTyped","","A trait that statically links simple data types to\nbase types of the shader constants.",null,null],[10,"get_base_type","","",69,{"inputs":[],"output":{"name":"basetype"}}],[8,"Formatted","","A trait that statically links simple data types to\nconstant formats.",null,null],[10,"get_format","","Get the associated constant format.",70,null],[3,"AttributeVar","","Vertex information that a shader takes as input.",null,null],[12,"name","","Name of this attribute.",71,null],[12,"slot","","Slot of the vertex attribute.",71,null],[12,"count","","Number of elements this attribute represents.",71,null],[12,"base_type","","Type that this attribute is composed of.",71,null],[12,"container","",""Scalarness" of this attribute.",71,null],[3,"ConstVar","","A constant in the shader - a bit of data that doesn't vary",null,null],[12,"name","","Name of this constant.",72,null],[12,"location","","Location of this constant in the program.",72,null],[12,"count","","Number of elements this constant represents.",72,null],[12,"base_type","","Type that this constant is composed of",72,null],[12,"container","",""Scalarness" of this constant.",72,null],[3,"ConstantBufferVar","","A constant buffer.",null,null],[12,"name","","Name of this constant buffer.",73,null],[12,"slot","","Slot of the constant buffer.",73,null],[12,"size","","Size (in bytes) of this buffer's data.",73,null],[12,"usage","","What program stage this buffer can be used in, as a bitflag.",73,null],[3,"TextureVar","","Texture shader parameter.",null,null],[12,"name","","Name of this texture variable.",74,null],[12,"slot","","Slot of this texture variable.",74,null],[12,"base_type","","Base type for the texture.",74,null],[12,"ty","","Type of this texture.",74,null],[3,"UnorderedVar","","Unordered access shader parameter.",null,null],[12,"name","","Name of this unordered variable.",75,null],[12,"slot","","Slot of this unordered variable.",75,null],[3,"SamplerVar","","Sampler shader parameter.",null,null],[12,"name","","Name of this sampler variable.",76,null],[12,"slot","","Slot of this sampler variable.",76,null],[12,"ty","","Type of this sampler.",76,null],[3,"OutputVar","","Target output variable.",null,null],[12,"name","","Name of this output variable.",77,null],[12,"slot","","Output color target index.",77,null],[3,"ProgramInfo","","Metadata about a program.",null,null],[12,"vertex_attributes","","Attributes in the program",78,null],[12,"globals","","Global constants in the program",78,null],[12,"constant_buffers","","Constant buffers in the program",78,null],[12,"textures","","Textures in the program",78,null],[12,"unordereds","","Unordered access resources in the program",78,null],[12,"samplers","","Samplers in the program",78,null],[12,"outputs","","Output targets in the program",78,null],[12,"knows_outputs","","A hacky flag to make sure the clients know we are\nunable to actually get the output variable info",78,null],[4,"CompatibilityError","","Error type for trying to store a UniformValue in a ConstVar.",null,null],[13,"ErrorArraySize","","Array sizes differ between the value and the var (trying to upload a vec2 as a vec4, etc)",79,null],[13,"ErrorBaseType","","Base types differ between the value and the var (trying to upload a f32 as a u16, etc)",79,null],[13,"ErrorContainer","","Container-ness differs between the value and the var (trying to upload a scalar as a vec4,\netc)",79,null],[4,"CreateShaderError","","An error type for creating shaders.",null,null],[13,"ModelNotSupported","","The device does not support the requested shader model.",80,null],[13,"ShaderCompilationFailed","","The shader failed to compile.",80,null],[6,"CreateProgramError","","",null,null],[4,"ShaderModel","","Shader model supported by the device, corresponds to the HLSL shader models.",null,null],[13,"Unsupported","","",81,null],[13,"Version30","","",81,null],[13,"Version40","","",81,null],[13,"Version41","","",81,null],[13,"Version50","","",81,null],[0,"tex","gfx::core","Texture creation and modification.",null,null],[4,"Error","gfx::core::tex","Pure texture object creation error.",null,null],[13,"Format","","Failed to map a given format to the device.",82,null],[13,"Kind","","The kind doesn't support a particular operation.",82,null],[13,"Samples","","Failed to map a given multisampled kind to the device.",82,null],[13,"Size","","Unsupported size in one of the dimensions.",82,null],[13,"Data","","The given data has a different size than the target texture slice.",82,null],[6,"Size","","",null,null],[6,"ArraySize","","",null,null],[6,"Bits","","",null,null],[6,"NumSamples","","",null,null],[6,"NumFragments","","",null,null],[6,"Dimensions","","",null,null],[4,"AaMode","","Describes the configuration of samples inside each texel.",null,null],[13,"Single","","No additional sample information",83,null],[13,"Multi","","MultiSampled Anti-Aliasing (MSAA)",83,null],[13,"Coverage","","Coverage Sampling Anti-Aliasing (CSAA/EQAA)",83,null],[4,"FilterMethod","","How to [filter](https://en.wikipedia.org/wiki/Texture_filtering) the\ntexture when sampling. They correspond to increasing levels of quality,\nbut also cost. They "layer" on top of each other: it is not possible to\nhave bilinear filtering without mipmapping, for example.",null,null],[13,"Scale","","The dumbest filtering possible, nearest-neighbor interpolation.",84,null],[13,"Mipmap","","Add simple mipmapping.",84,null],[13,"Bilinear","","Sample multiple texels within a single mipmap level to increase\nquality.",84,null],[13,"Trilinear","","Sample multiple texels across two mipmap levels to increase quality.",84,null],[13,"Anisotropic","","Anisotropic filtering with a given "max", must be between 1 and 16,\ninclusive.",84,null],[4,"CubeFace","","The face of a cube texture to do an operation on.",null,null],[13,"PosZ","","",85,null],[13,"NegZ","","",85,null],[13,"PosX","","",85,null],[13,"NegX","","",85,null],[13,"PosY","","",85,null],[13,"NegY","","",85,null],[4,"Kind","","Specifies the kind of a texture storage to be allocated.",null,null],[13,"D1","","A single row of texels.",86,null],[13,"D1Array","","An array of rows of texels. Equivalent to Texture2D except that texels\nin a different row are not sampled.",86,null],[13,"D2","","A traditional 2D texture, with rows arranged contiguously.",86,null],[13,"D2Array","","An array of 2D textures. Equivalent to Texture3D except that texels in\na different depth level are not sampled.",86,null],[13,"D3","","A volume texture, with each 2D layer arranged contiguously.",86,null],[13,"Cube","","A set of 6 2D textures, one for each face of a cube.",86,null],[13,"CubeArray","","An array of Cube textures.",86,null],[3,"ImageInfoCommon","","Describes a subvolume of a texture, which image data can be uploaded into.",null,null],[12,"xoffset","","",87,null],[12,"yoffset","","",87,null],[12,"zoffset","","",87,null],[12,"width","","",87,null],[12,"height","","",87,null],[12,"depth","","",87,null],[12,"format","","Format of each texel.",87,null],[12,"mipmap","","Which mipmap to select.",87,null],[6,"RawImageInfo","","",null,null],[6,"NewImageInfo","","",null,null],[4,"WrapMode","","Specifies how texture coordinates outside the range `[0, 1]` are handled.",null,null],[13,"Tile","","Tile the texture. That is, sample the coordinate modulo `1.0`. This is\nthe default.",88,null],[13,"Mirror","","Mirror the texture. Like tile, but uses abs(coord) before the modulo.",88,null],[13,"Clamp","","Clamp the texture to the value at `0.0` or `1.0` respectively.",88,null],[3,"Lod","","A wrapper for the LOD level of a texture.",null,null],[3,"SamplerInfo","","Specifies how to sample from a texture.",null,null],[12,"filtering","","Filter method to use.",89,null],[12,"wrap_mode","","Wrapping mode for each of the U, V, and W axis (S, T, and R in OpenGL\nspeak)",89,null],[12,"lod_bias","","This bias is added to every computed mipmap level (N + lod_bias). For\nexample, if it would select mipmap level 2 and lod_bias is 1, it will\nuse mipmap level 3.",89,null],[12,"lod_range","","This range is used to clamp LOD level used for sampling",89,null],[12,"comparison","","comparison mode, used primary for a shadow map",89,null],[3,"Descriptor","","Texture storage descriptor.",null,null],[12,"kind","","",90,null],[12,"levels","","",90,null],[12,"format","","",90,null],[12,"bind","","",90,null],[3,"ViewDesc","","Texture view descriptor.",null,null],[12,"channel","","",91,null],[12,"min","","",91,null],[12,"max","","",91,null],[12,"swizzle","","",91,null],[6,"Level","","",null,null],[6,"Layer","","",null,null],[17,"MAX_VERTEX_ATTRIBUTES","gfx::core","Compile-time maximum number of vertex attributes.",null,null],[17,"MAX_COLOR_TARGETS","","Compile-time maximum number of color targets.",null,null],[17,"MAX_CONSTANT_BUFFERS","","Compile-time maximum number of constant buffers.",null,null],[17,"MAX_RESOURCE_VIEWS","","Compile-time maximum number of shader resource views (SRV).",null,null],[17,"MAX_UNORDERED_VIEWS","","Compile-time maximum number of unordered access views (UAV).",null,null],[17,"MAX_SAMPLERS","","Compile-time maximum number of samplers.",null,null],[6,"VertexCount","","",null,null],[6,"InstanceCount","","",null,null],[6,"AttributeSlot","","",null,null],[6,"ConstantBufferSlot","","",null,null],[6,"ResourceViewSlot","","",null,null],[6,"UnorderedViewSlot","","",null,null],[6,"ColorSlot","","",null,null],[6,"SamplerSlot","","",null,null],[3,"VertexShader","","",null,null],[3,"HullShader","","",null,null],[3,"DomainShader","","",null,null],[3,"GeometryShader","","",null,null],[3,"PixelShader","","",null,null],[4,"ShaderSet","","A complete set of shaders to link a program.",null,null],[13,"Simple","","Simple program: Vs-Ps",92,null],[13,"Geometry","","Geometry shader programs: Vs-Gs-Ps",92,null],[3,"Capabilities","","Features that the device supports.",null,null],[12,"shader_model","","",93,null],[12,"max_vertex_count","","",93,null],[12,"max_index_count","","",93,null],[12,"max_draw_buffers","","",93,null],[12,"max_texture_size","","",93,null],[12,"max_vertex_attributes","","",93,null],[12,"buffer_role_change_allowed","","In GLES it is not allowed to re-bind a buffer to a different\ntarget than the one it was initialized with.",93,null],[12,"array_buffer_supported","","",93,null],[12,"fragment_output_supported","","",93,null],[12,"immutable_storage_supported","","",93,null],[12,"instance_base_supported","","",93,null],[12,"instance_call_supported","","",93,null],[12,"instance_rate_supported","","",93,null],[12,"render_targets_supported","","",93,null],[12,"sampler_objects_supported","","",93,null],[12,"srgb_color_supported","","",93,null],[12,"uniform_block_supported","","",93,null],[12,"vertex_base_supported","","",93,null],[12,"separate_blending_slots_supported","","",93,null],[4,"Primitive","","Describes what geometric primitives are created from vertex data.",null,null],[13,"PointList","","Each vertex represents a single point.",94,null],[13,"LineList","","Each pair of vertices represent a single line segment. For example, with `[a, b, c, d,\ne]`, `a` and `b` form a line, `c` and `d` form a line, and `e` is discarded.",94,null],[13,"LineStrip","","Every two consecutive vertices represent a single line segment. Visually forms a "path" of\nlines, as they are all connected. For example, with `[a, b, c]`, `a` and `b` form a line\nline, and `b` and `c` form a line.",94,null],[13,"TriangleList","","Each triplet of vertices represent a single triangle. For example, with `[a, b, c, d, e]`,\n`a`, `b`, and `c` form a triangle, `d` and `e` are discarded.",94,null],[13,"TriangleStrip","","Every three consecutive vertices represent a single triangle. For example, with `[a, b, c,\nd]`, `a`, `b`, and `c` form a triangle, and `b`, `c`, and `d` form a triangle.",94,null],[13,"TriangleFan","","The first vertex with the last two are forming a triangle. For example, with `[a, b, c, d\n]`, `a` , `b`, and `c` form a triangle, and `a`, `c`, and `d` form a triangle.",94,null],[4,"IndexType","","A type of each index value in the mesh's index buffer",null,null],[13,"U8","","",95,null],[13,"U16","","",95,null],[13,"U32","","",95,null],[8,"Resources","","Resources pertaining to a specific API.",null,null],[16,"Buffer","","",96,null],[16,"Shader","","",96,null],[16,"Program","","",96,null],[16,"PipelineStateObject","","",96,null],[16,"Texture","","",96,null],[16,"ShaderResourceView","","",96,null],[16,"UnorderedAccessView","","",96,null],[16,"RenderTargetView","","",96,null],[16,"DepthStencilView","","",96,null],[16,"Sampler","","",96,null],[16,"Fence","","",96,null],[3,"SubmitInfo","","All the data needed simultaneously for submitting a command buffer for\nexecution on a device.",null,null],[12,"0","","",97,null],[12,"1","","",97,null],[12,"2","","",97,null],[8,"Device","","An interface for performing draw calls using a specific graphics API",null,null],[16,"Resources","","Associated resources type.",98,null],[16,"CommandBuffer","","Associated command buffer type.",98,null],[10,"get_capabilities","","Returns the capabilities available to the specific API implementation.",98,null],[10,"reset_state","","Reset all the states to disabled/default.",98,null],[10,"submit","","Submit a command buffer for execution.",98,null],[10,"cleanup","","Cleanup unused resources, to be called between frames.",98,null],[8,"DeviceFence","","Extension to the Device that allows for submitting of commands\naround a fence",null,null],[10,"fenced_submit","","Submit a command buffer to the stream creating a fence\nthe fence is signaled after the GPU has executed all commands\nin the buffer",99,null],[10,"fence_wait","","Wait on the supplied fence stalling the current thread until\nthe fence is satisfied",99,null],[8,"Factory","","",null,null],[16,"CommandBuffer","","Associated command buffer type",29,null],[16,"Mapper","","Associated mapper type",29,null],[10,"get_capabilities","","Returns the capabilities available to the specific API implementation",29,null],[10,"create_command_buffer","","",29,null],[10,"create_buffer_raw","","",29,null],[10,"create_buffer_static_raw","","",29,null],[11,"create_buffer_static","","",29,null],[11,"create_buffer_dynamic","","",29,null],[10,"create_pipeline_state_raw","","",29,null],[10,"create_program","","",29,null],[10,"create_shader","","",29,null],[11,"create_shader_vertex","","",29,null],[11,"create_shader_geometry","","",29,null],[11,"create_shader_pixel","","",29,null],[10,"create_sampler","","",29,null],[10,"update_buffer_raw","","Update the information stored in a specific buffer",29,null],[11,"update_buffer","","",29,null],[10,"map_buffer_raw","","",29,null],[10,"unmap_buffer_raw","","",29,null],[10,"map_buffer_readable","","",29,null],[10,"map_buffer_writable","","",29,null],[10,"map_buffer_rw","","",29,null],[10,"update_texture_raw","","",29,null],[11,"update_texture","","",29,null],[10,"generate_mipmap_raw","","",29,null],[10,"create_texture_raw","","",29,null],[11,"create_texture_with_data","","",29,null],[10,"view_buffer_as_shader_resource_raw","","",29,null],[10,"view_buffer_as_unordered_access_raw","","",29,null],[10,"view_texture_as_shader_resource_raw","","",29,null],[10,"view_texture_as_unordered_access_raw","","",29,null],[10,"view_texture_as_render_target_raw","","",29,null],[10,"view_texture_as_depth_stencil_raw","","",29,null],[11,"create_texture","","",29,null],[11,"view_buffer_as_shader_resource","","",29,null],[11,"view_buffer_as_unordered_access","","",29,null],[11,"view_texture_as_shader_resource","","",29,null],[11,"view_texture_as_unordered_access","","",29,null],[11,"view_texture_as_render_target","","",29,null],[11,"view_texture_as_depth_stencil","","",29,null],[11,"create_texture_const","","",29,null],[11,"create_render_target","","",29,null],[11,"create_depth_stencil","","",29,null],[0,"state","","Fixed-function hardware state.",null,null],[4,"FrontFace","gfx::core::state","The front face winding order of a set of vertices.",null,null],[13,"Clockwise","","Clockwise winding order.",0,null],[13,"CounterClockwise","","Counter-clockwise winding order.",0,null],[6,"LineWidth","","",null,null],[6,"OffsetSlope","","",null,null],[6,"OffsetUnits","","",null,null],[3,"Offset","","How to offset vertices in screen space, if at all.",null,null],[12,"0","","",1,null],[12,"1","","",1,null],[4,"CullFace","","Which face, if any, to cull.",null,null],[13,"Nothing","","",2,null],[13,"Front","","",2,null],[13,"Back","","",2,null],[4,"RasterMethod","","How to rasterize a primitive.",null,null],[13,"Point","","Rasterize as a point.",3,null],[13,"Line","","Rasterize as a line with the given width.",3,null],[13,"Fill","","Rasterize as a face with a given cull face mode.",3,null],[3,"MultiSample","","Multi-sampling rasterization mode",null,null],[3,"Rasterizer","","Primitive rasterization state. Note that GL allows different raster\nmethod to be used for front and back, while this abstraction does not.",null,null],[12,"front_face","","Which vertex winding is considered to be the front face for culling.",4,null],[12,"method","","How to rasterize this primitive.",4,null],[12,"offset","","Any polygon offset to apply.",4,null],[12,"samples","","Multi-sampling mode.",4,null],[4,"Comparison","","A pixel-wise comparison function.",null,null],[13,"Never","","`false`",5,null],[13,"Less","","`x < y`",5,null],[13,"LessEqual","","`x <= y`",5,null],[13,"Equal","","`x == y`",5,null],[13,"GreaterEqual","","`x >= y`",5,null],[13,"Greater","","`x > y`",5,null],[13,"NotEqual","","`x != y`",5,null],[13,"Always","","`true`",5,null],[4,"StencilOp","","Stencil mask operation.",null,null],[13,"Keep","","Keep the current value in the stencil buffer (no change).",6,null],[13,"Zero","","Set the value in the stencil buffer to zero.",6,null],[13,"Replace","","Set the stencil buffer value to `value` from `StencilSide`",6,null],[13,"IncrementClamp","","Increment the stencil buffer value, clamping to its maximum value.",6,null],[13,"IncrementWrap","","Increment the stencil buffer value, wrapping around to 0 on overflow.",6,null],[13,"DecrementClamp","","Decrement the stencil buffer value, clamping to its minimum value.",6,null],[13,"DecrementWrap","","Decrement the stencil buffer value, wrapping around to the maximum value on overflow.",6,null],[13,"Invert","","Bitwise invert the current value in the stencil buffer.",6,null],[3,"StencilSide","","Complete stencil state for a given side of a face.",null,null],[12,"fun","","Comparison function to use to determine if the stencil test passes.",7,null],[12,"mask_read","","A mask that is ANDd with both the stencil buffer value and the reference value when they\nare read before doing the stencil test.",7,null],[12,"mask_write","","A mask that is ANDd with the stencil value before writing to the stencil buffer.",7,null],[12,"op_fail","","What operation to do if the stencil test fails.",7,null],[12,"op_depth_fail","","What operation to do if the stenil test passes but the depth test fails.",7,null],[12,"op_pass","","What operation to do if both the depth and stencil test pass.",7,null],[3,"Stencil","","Complete stencil state, specifying how to handle the front and back side of a face.",null,null],[12,"front","","",8,null],[12,"back","","",8,null],[3,"Depth","","Depth test state.",null,null],[12,"fun","","Comparison function to use.",9,null],[12,"write","","Specify whether to write to the depth buffer or not.",9,null],[4,"Equation","","",null,null],[13,"Add","","Adds source and destination.\nSource and destination are multiplied by blending parameters before addition.",10,null],[13,"Sub","","Subtracts destination from source.\nSource and destination are multiplied by blending parameters before subtraction.",10,null],[13,"RevSub","","Subtracts source from destination.\nSource and destination are multiplied by blending parameters before subtraction.",10,null],[13,"Min","","Component-wise minimum value of source and destination.\nBlending parameters are ignored.",10,null],[13,"Max","","Component-wise maximum value of source and destination.\nBlending parameters are ignored.",10,null],[4,"BlendValue","","",null,null],[13,"SourceColor","","",11,null],[13,"SourceAlpha","","",11,null],[13,"DestColor","","",11,null],[13,"DestAlpha","","",11,null],[13,"ConstColor","","",11,null],[13,"ConstAlpha","","",11,null],[4,"Factor","","",null,null],[13,"Zero","","",12,null],[13,"One","","",12,null],[13,"SourceAlphaSaturated","","",12,null],[13,"ZeroPlus","","",12,null],[13,"OneMinus","","",12,null],[3,"BlendChannel","","",null,null],[12,"equation","","",13,null],[12,"source","","",13,null],[12,"destination","","",13,null],[3,"Blend","","",null,null],[12,"color","","",14,null],[12,"alpha","","",14,null],[3,"ColorMask","","",null,null],[17,"RED","","",null,null],[17,"GREEN","","",null,null],[17,"BLUE","","",null,null],[17,"ALPHA","","",null,null],[17,"MASK_ALL","","",null,null],[17,"MASK_NONE","","",null,null],[3,"Color","","The state of an active color render target",null,null],[12,"mask","","Color mask to use.",15,null],[12,"blend","","Optional blending.",15,null],[3,"RefValues","","The complete set of the rasterizer reference values.\nSwitching these doesn't roll the hardware context.",null,null],[12,"stencil","","Stencil front and back values.",16,null],[12,"blend","","Constant blend color.",16,null],[0,"target","gfx::core","Render target specification.",null,null],[6,"Layer","gfx::core::target","",null,null],[6,"Level","","",null,null],[6,"Depth","","",null,null],[6,"Stencil","","",null,null],[3,"Rect","","A screen space rectangle",null,null],[12,"x","","",100,null],[12,"y","","",100,null],[12,"w","","",100,null],[12,"h","","",100,null],[6,"ColorValue","","",null,null],[3,"Mirror","","Mirroring flags, used for blitting",null,null],[17,"MIRROR_X","","",null,null],[17,"MIRROR_Y","","",null,null],[8,"Device","gfx","An interface for performing draw calls using a specific graphics API",null,null],[16,"Resources","","Associated resources type.",98,null],[16,"CommandBuffer","","Associated command buffer type.",98,null],[10,"get_capabilities","","Returns the capabilities available to the specific API implementation.",98,null],[10,"reset_state","","Reset all the states to disabled/default.",98,null],[10,"submit","","Submit a command buffer for execution.",98,null],[10,"cleanup","","Cleanup unused resources, to be called between frames.",98,null],[3,"SubmitInfo","","All the data needed simultaneously for submitting a command buffer for\nexecution on a device.",null,null],[12,"0","","",97,null],[12,"1","","",97,null],[12,"2","","",97,null],[8,"Resources","","Resources pertaining to a specific API.",null,null],[16,"Buffer","","",96,null],[16,"Shader","","",96,null],[16,"Program","","",96,null],[16,"PipelineStateObject","","",96,null],[16,"Texture","","",96,null],[16,"ShaderResourceView","","",96,null],[16,"UnorderedAccessView","","",96,null],[16,"RenderTargetView","","",96,null],[16,"DepthStencilView","","",96,null],[16,"Sampler","","",96,null],[16,"Fence","","",96,null],[0,"format","","Universal format specification.\nApplicable to textures, views, and vertex buffers.",null,null],[4,"ChannelType","gfx::format","Type of a surface channel. This is how we interpret the\nstorage allocated with `SurfaceType`.",null,null],[13,"Int","","",30,null],[13,"Uint","","",30,null],[13,"Iscaled","","",30,null],[13,"Uscaled","","",30,null],[13,"Inorm","","",30,null],[13,"Unorm","","",30,null],[13,"Float","","",30,null],[13,"Srgb","","",30,null],[4,"Int","","",null,null],[4,"Uint","","",null,null],[4,"Iscaled","","",null,null],[4,"Uscaled","","",null,null],[4,"Inorm","","",null,null],[4,"Unorm","","",null,null],[4,"Float","","",null,null],[4,"Srgb","","",null,null],[4,"SurfaceType","","Type of the allocated texture surface. It is supposed to only\ncarry information about the number of bits per each channel.\nThe actual types are up to the views to decide and interpret.\nThe actual components are up to the swizzle to define.",null,null],[13,"R3_G3_B2","","",31,null],[13,"R4_G4","","",31,null],[13,"R4_G4_B4_A4","","",31,null],[13,"R5_G5_B5_A1","","",31,null],[13,"R5_G6_B5","","",31,null],[13,"R8","","",31,null],[13,"R8_G8","","",31,null],[13,"R8_G8_B8","","",31,null],[13,"R8_G8_B8_A8","","",31,null],[13,"R10_G10_B10_A2","","",31,null],[13,"R11_G11_B10","","",31,null],[13,"R16","","",31,null],[13,"R16_G16","","",31,null],[13,"R16_G16_B16","","",31,null],[13,"R16_G16_B16_A16","","",31,null],[13,"R32","","",31,null],[13,"R32_G32","","",31,null],[13,"R32_G32_B32","","",31,null],[13,"R32_G32_B32_A32","","",31,null],[13,"D16","","",31,null],[13,"D24","","",31,null],[13,"D24_S8","","",31,null],[13,"D32","","",31,null],[4,"R3_G3_B2","","",null,null],[4,"R4_G4","","",null,null],[4,"R4_G4_B4_A4","","",null,null],[4,"R5_G5_B5_A1","","",null,null],[4,"R5_G6_B5","","",null,null],[4,"R8","","",null,null],[4,"R8_G8","","",null,null],[4,"R8_G8_B8","","",null,null],[4,"R8_G8_B8_A8","","",null,null],[4,"R10_G10_B10_A2","","",null,null],[4,"R11_G11_B10","","",null,null],[4,"R16","","",null,null],[4,"R16_G16","","",null,null],[4,"R16_G16_B16","","",null,null],[4,"R16_G16_B16_A16","","",null,null],[4,"R32","","",null,null],[4,"R32_G32","","",null,null],[4,"R32_G32_B32","","",null,null],[4,"R32_G32_B32_A32","","",null,null],[4,"D16","","",null,null],[4,"D24","","",null,null],[4,"D24_S8","","",null,null],[4,"D32","","",null,null],[4,"ChannelSource","","Source channel in a swizzle configuration. Some may redirect onto\ndifferent physical channels, some may be hardcoded to 0 or 1.",null,null],[13,"Zero","","",32,null],[13,"One","","",32,null],[13,"X","","",32,null],[13,"Y","","",32,null],[13,"Z","","",32,null],[13,"W","","",32,null],[3,"Swizzle","","Channel swizzle configuration for the resource views.\nNote: It's not currently mirrored at compile-time,\nthus providing less safety and convenience.",null,null],[12,"0","","",33,null],[12,"1","","",33,null],[12,"2","","",33,null],[12,"3","","",33,null],[3,"Format","","Complete run-time surface format.",null,null],[12,"0","","",34,null],[12,"1","","",34,null],[8,"SurfaceTyped","","Compile-time surface type trait.",null,null],[16,"DataType","","The corresponding data type to be passed from CPU.",35,null],[10,"get_surface_type","","Return the run-time value of the type.",35,{"inputs":[],"output":{"name":"surfacetype"}}],[8,"BufferSurface","","An ability of a surface type to be used for vertex buffers.",null,null],[8,"TextureSurface","","An ability of a surface type to be used for textures.",null,null],[8,"RenderSurface","","An ability of a surface type to be used for render targets.",null,null],[8,"DepthSurface","","An ability of a surface type to be used for depth targets.",null,null],[8,"StencilSurface","","An ability of a surface type to be used for stencil targets.",null,null],[8,"ChannelTyped","","Compile-time channel type trait.",null,null],[16,"ShaderType","","Shader-visible type that corresponds to this channel.\nFor example, normalized and scaled integers are visible as floats.",36,null],[10,"get_channel_type","","Return the run-time value of the type.",36,{"inputs":[],"output":{"name":"channeltype"}}],[8,"TextureChannel","","An ability of a channel type to be used for textures.",null,null],[8,"RenderChannel","","An ability of a channel type to be used for render targets.",null,null],[8,"BlendChannel","","An ability of a channel type to be used for blended render targets.",null,null],[8,"Formatted","","Compile-time full format trait.",null,null],[16,"Surface","","Associated surface type.",37,null],[16,"Channel","","Associated channel type.",37,null],[16,"View","","Shader view type of this format.",37,null],[11,"get_format","","Return the run-time value of the type.",37,{"inputs":[],"output":{"name":"format"}}],[8,"BufferFormat","","Ability to be used for vertex buffers.",null,null],[8,"DepthFormat","","Ability to be used for depth targets.",null,null],[8,"StencilFormat","","Ability to be used for vertex buffers.",null,null],[8,"DepthStencilFormat","","Ability to be used for depth+stencil targets.",null,null],[8,"TextureFormat","","Ability to be used for textures.",null,null],[8,"RenderFormat","","Ability to be used for render targets.",null,null],[8,"BlendFormat","","Ability to be used for blended render targets.",null,null],[3,"U8Norm","","",null,null],[12,"0","","",38,null],[3,"I8Norm","","",null,null],[12,"0","","",39,null],[3,"U8Scaled","","",null,null],[12,"0","","",40,null],[3,"I8Scaled","","",null,null],[12,"0","","",41,null],[3,"U16Norm","","",null,null],[12,"0","","",42,null],[3,"I16Norm","","",null,null],[12,"0","","",43,null],[3,"F16","","",null,null],[12,"0","","",44,null],[6,"Vec1","","",null,null],[6,"Vec2","","",null,null],[6,"Vec3","","",null,null],[6,"Vec4","","",null,null],[6,"Rgba8","","",null,null],[6,"Srgb8","","",null,null],[6,"Srgba8","","",null,null],[6,"Rgb10a2F","","",null,null],[6,"Rgba16F","","",null,null],[6,"Rgba32F","","",null,null],[6,"Depth","","",null,null],[6,"DepthStencil","","",null,null],[6,"Depth32F","","",null,null],[0,"handle","gfx","Device resource handles",null,null],[3,"RawBuffer","gfx::handle","Raw (untyped) Buffer Handle",null,null],[3,"Buffer","","Type-safe buffer handle",null,null],[3,"Shader","","Shader Handle",null,null],[3,"Program","","Program Handle",null,null],[3,"RawPipelineState","","Raw Pipeline State Handle",null,null],[3,"RawTexture","","Raw texture object",null,null],[3,"Texture","","Typed texture object",null,null],[3,"RawShaderResourceView","","Raw Shader Resource View Handle",null,null],[3,"ShaderResourceView","","Type-safe Shader Resource View Handle",null,null],[3,"RawUnorderedAccessView","","Raw Unordered Access View Handle",null,null],[3,"UnorderedAccessView","","Type-safe Unordered Access View Handle",null,null],[3,"RawRenderTargetView","","Raw RTV",null,null],[3,"RawDepthStencilView","","Raw DSV",null,null],[3,"RenderTargetView","","Typed RTV",null,null],[3,"DepthStencilView","","Typed DSV",null,null],[3,"Sampler","","Sampler Handle",null,null],[3,"Fence","","Fence Handle",null,null],[3,"Manager","","Stores reference-counted resources used in a command buffer.\nSeals actual resource names behind the interface, automatically\nreferencing them both by the Factory on resource creation\nand the Renderer during CommandBuffer population.",null,null],[8,"Producer","","A service trait to be used by the device implementation",null,null],[10,"make_buffer","","",45,null],[10,"make_shader","","",45,null],[10,"make_program","","",45,null],[10,"make_pso","","",45,null],[10,"make_texture","","",45,null],[10,"make_buffer_srv","","",45,null],[10,"make_texture_srv","","",45,null],[10,"make_buffer_uav","","",45,null],[10,"make_texture_uav","","",45,null],[10,"make_rtv","","",45,null],[10,"make_dsv","","",45,null],[10,"make_sampler","","",45,null],[10,"make_fence","","",45,null],[10,"clean_with","","Walk through all the handles, keep ones that are reference elsewhere\nand call the provided delete function (resource-specific) for others",45,null],[0,"tex","gfx","Texture creation and modification.",null,null],[4,"Error","gfx::tex","Pure texture object creation error.",null,null],[13,"Format","","Failed to map a given format to the device.",82,null],[13,"Kind","","The kind doesn't support a particular operation.",82,null],[13,"Samples","","Failed to map a given multisampled kind to the device.",82,null],[13,"Size","","Unsupported size in one of the dimensions.",82,null],[13,"Data","","The given data has a different size than the target texture slice.",82,null],[6,"Size","","",null,null],[6,"ArraySize","","",null,null],[6,"Bits","","",null,null],[6,"NumSamples","","",null,null],[6,"NumFragments","","",null,null],[6,"Dimensions","","",null,null],[4,"AaMode","","Describes the configuration of samples inside each texel.",null,null],[13,"Single","","No additional sample information",83,null],[13,"Multi","","MultiSampled Anti-Aliasing (MSAA)",83,null],[13,"Coverage","","Coverage Sampling Anti-Aliasing (CSAA/EQAA)",83,null],[4,"FilterMethod","","How to [filter](https://en.wikipedia.org/wiki/Texture_filtering) the\ntexture when sampling. They correspond to increasing levels of quality,\nbut also cost. They "layer" on top of each other: it is not possible to\nhave bilinear filtering without mipmapping, for example.",null,null],[13,"Scale","","The dumbest filtering possible, nearest-neighbor interpolation.",84,null],[13,"Mipmap","","Add simple mipmapping.",84,null],[13,"Bilinear","","Sample multiple texels within a single mipmap level to increase\nquality.",84,null],[13,"Trilinear","","Sample multiple texels across two mipmap levels to increase quality.",84,null],[13,"Anisotropic","","Anisotropic filtering with a given "max", must be between 1 and 16,\ninclusive.",84,null],[4,"CubeFace","","The face of a cube texture to do an operation on.",null,null],[13,"PosZ","","",85,null],[13,"NegZ","","",85,null],[13,"PosX","","",85,null],[13,"NegX","","",85,null],[13,"PosY","","",85,null],[13,"NegY","","",85,null],[4,"Kind","","Specifies the kind of a texture storage to be allocated.",null,null],[13,"D1","","A single row of texels.",86,null],[13,"D1Array","","An array of rows of texels. Equivalent to Texture2D except that texels\nin a different row are not sampled.",86,null],[13,"D2","","A traditional 2D texture, with rows arranged contiguously.",86,null],[13,"D2Array","","An array of 2D textures. Equivalent to Texture3D except that texels in\na different depth level are not sampled.",86,null],[13,"D3","","A volume texture, with each 2D layer arranged contiguously.",86,null],[13,"Cube","","A set of 6 2D textures, one for each face of a cube.",86,null],[13,"CubeArray","","An array of Cube textures.",86,null],[3,"ImageInfoCommon","","Describes a subvolume of a texture, which image data can be uploaded into.",null,null],[12,"xoffset","","",87,null],[12,"yoffset","","",87,null],[12,"zoffset","","",87,null],[12,"width","","",87,null],[12,"height","","",87,null],[12,"depth","","",87,null],[12,"format","","Format of each texel.",87,null],[12,"mipmap","","Which mipmap to select.",87,null],[6,"RawImageInfo","","",null,null],[6,"NewImageInfo","","",null,null],[4,"WrapMode","","Specifies how texture coordinates outside the range `[0, 1]` are handled.",null,null],[13,"Tile","","Tile the texture. That is, sample the coordinate modulo `1.0`. This is\nthe default.",88,null],[13,"Mirror","","Mirror the texture. Like tile, but uses abs(coord) before the modulo.",88,null],[13,"Clamp","","Clamp the texture to the value at `0.0` or `1.0` respectively.",88,null],[3,"Lod","","A wrapper for the LOD level of a texture.",null,null],[3,"SamplerInfo","","Specifies how to sample from a texture.",null,null],[12,"filtering","","Filter method to use.",89,null],[12,"wrap_mode","","Wrapping mode for each of the U, V, and W axis (S, T, and R in OpenGL\nspeak)",89,null],[12,"lod_bias","","This bias is added to every computed mipmap level (N + lod_bias). For\nexample, if it would select mipmap level 2 and lod_bias is 1, it will\nuse mipmap level 3.",89,null],[12,"lod_range","","This range is used to clamp LOD level used for sampling",89,null],[12,"comparison","","comparison mode, used primary for a shadow map",89,null],[3,"Descriptor","","Texture storage descriptor.",null,null],[12,"kind","","",90,null],[12,"levels","","",90,null],[12,"format","","",90,null],[12,"bind","","",90,null],[3,"ViewDesc","","Texture view descriptor.",null,null],[12,"channel","","",91,null],[12,"min","","",91,null],[12,"max","","",91,null],[12,"swizzle","","",91,null],[6,"Level","","",null,null],[6,"Layer","","",null,null],[8,"Factory","gfx","",null,null],[16,"CommandBuffer","","Associated command buffer type",29,null],[16,"Mapper","","Associated mapper type",29,null],[10,"get_capabilities","","Returns the capabilities available to the specific API implementation",29,null],[10,"create_command_buffer","","",29,null],[10,"create_buffer_raw","","",29,null],[10,"create_buffer_static_raw","","",29,null],[11,"create_buffer_static","","",29,null],[11,"create_buffer_dynamic","","",29,null],[10,"create_pipeline_state_raw","","",29,null],[10,"create_program","","",29,null],[10,"create_shader","","",29,null],[11,"create_shader_vertex","","",29,null],[11,"create_shader_geometry","","",29,null],[11,"create_shader_pixel","","",29,null],[10,"create_sampler","","",29,null],[10,"update_buffer_raw","","Update the information stored in a specific buffer",29,null],[11,"update_buffer","","",29,null],[10,"map_buffer_raw","","",29,null],[10,"unmap_buffer_raw","","",29,null],[10,"map_buffer_readable","","",29,null],[10,"map_buffer_writable","","",29,null],[10,"map_buffer_rw","","",29,null],[10,"update_texture_raw","","",29,null],[11,"update_texture","","",29,null],[10,"generate_mipmap_raw","","",29,null],[10,"create_texture_raw","","",29,null],[11,"create_texture_with_data","","",29,null],[10,"view_buffer_as_shader_resource_raw","","",29,null],[10,"view_buffer_as_unordered_access_raw","","",29,null],[10,"view_texture_as_shader_resource_raw","","",29,null],[10,"view_texture_as_unordered_access_raw","","",29,null],[10,"view_texture_as_render_target_raw","","",29,null],[10,"view_texture_as_depth_stencil_raw","","",29,null],[11,"create_texture","","",29,null],[11,"view_buffer_as_shader_resource","","",29,null],[11,"view_buffer_as_unordered_access","","",29,null],[11,"view_texture_as_shader_resource","","",29,null],[11,"view_texture_as_unordered_access","","",29,null],[11,"view_texture_as_render_target","","",29,null],[11,"view_texture_as_depth_stencil","","",29,null],[11,"create_texture_const","","",29,null],[11,"create_render_target","","",29,null],[11,"create_depth_stencil","","",29,null],[4,"BufferRole","","Role of the memory buffer. GLES doesn't chaning bind points for buffers.",null,null],[13,"Vertex","","Generic vertex buffer",22,null],[13,"Index","","Index buffer",22,null],[13,"Uniform","","Uniform block buffer",22,null],[3,"BufferInfo","","An information block that is immutable and associated with each buffer",null,null],[12,"role","","Role",24,null],[12,"usage","","Usage hint",24,null],[12,"size","","Size in bytes",24,null],[4,"BufferUsage","","A hint as to how this buffer will be used.",null,null],[13,"Const","","Once uploaded, this buffer will rarely change, but will be read from often.",23,null],[13,"Dynamic","","This buffer will be updated "frequently", and will be read from multiple times between\nupdates.",23,null],[13,"Stream","","This buffer always or almost always be updated after each read.",23,null],[4,"BufferUpdateError","","An error happening on buffer updates.",null,null],[13,"OutOfBounds","","Trying to change the contents outside of the allocation.",25,null],[4,"CombinedError","","An error from creating textures with views at the same time.",null,null],[13,"Texture","","Failed to create the raw texture.",28,null],[13,"Resource","","Failed to create SRV or UAV.",28,null],[13,"Target","","Failed to create RTV or DSV.",28,null],[4,"ResourceViewError","","Error creating either a ShaderResourceView, or UnorderedAccessView.",null,null],[13,"NoBindFlag","","The corresponding bind flag does not present in the texture.",26,null],[13,"Unsupported","","The backend refused for some reason.",26,null],[4,"TargetViewError","","Error creating either a RenderTargetView, or DepthStencilView.",null,null],[13,"NoBindFlag","","The `RENDER_TARGET` flag does not present in the texture.",27,null],[13,"Size","","Tried to view more than there is.",27,null],[13,"Unsupported","","The backend refused for some reason.",27,null],[17,"SHADER_RESOURCE","","The resource can be bound to the shader for reading.",null,null],[17,"UNORDERED_ACCESS","","The resource can be bound to the shader for writing.",null,null],[17,"RENDER_TARGET","","The resource can be rendered into.",null,null],[5,"cast_slice","","Cast a slice from one POD type to another.",null,null],[6,"VertexCount","","",null,null],[6,"InstanceCount","","",null,null],[4,"Primitive","","Describes what geometric primitives are created from vertex data.",null,null],[13,"PointList","","Each vertex represents a single point.",94,null],[13,"LineList","","Each pair of vertices represent a single line segment. For example, with `[a, b, c, d,\ne]`, `a` and `b` form a line, `c` and `d` form a line, and `e` is discarded.",94,null],[13,"LineStrip","","Every two consecutive vertices represent a single line segment. Visually forms a "path" of\nlines, as they are all connected. For example, with `[a, b, c]`, `a` and `b` form a line\nline, and `b` and `c` form a line.",94,null],[13,"TriangleList","","Each triplet of vertices represent a single triangle. For example, with `[a, b, c, d, e]`,\n`a`, `b`, and `c` form a triangle, `d` and `e` are discarded.",94,null],[13,"TriangleStrip","","Every three consecutive vertices represent a single triangle. For example, with `[a, b, c,\nd]`, `a`, `b`, and `c` form a triangle, and `b`, `c`, and `d` form a triangle.",94,null],[13,"TriangleFan","","The first vertex with the last two are forming a triangle. For example, with `[a, b, c, d\n]`, `a` , `b`, and `c` form a triangle, and `a`, `c`, and `d` form a triangle.",94,null],[4,"ShaderSet","","A complete set of shaders to link a program.",null,null],[13,"Simple","","Simple program: Vs-Ps",92,null],[13,"Geometry","","Geometry shader programs: Vs-Gs-Ps",92,null],[3,"VertexShader","","",null,null],[3,"HullShader","","",null,null],[3,"DomainShader","","",null,null],[3,"GeometryShader","","",null,null],[3,"PixelShader","","",null,null],[8,"CommandBuffer","","An interface of the abstract command buffer. It collects commands in an\nefficient API-specific manner, to be ready for execution on the device.",null,null],[10,"clone_empty","","Clone as an empty buffer",19,null],[10,"reset","","Reset the command buffer contents, retain the allocated storage",19,null],[10,"bind_pipeline_state","","Bind a pipeline state object",19,null],[10,"bind_vertex_buffers","","Bind a complete set of vertex buffers",19,null],[10,"bind_constant_buffers","","Bind a complete set of constant buffers",19,null],[10,"bind_global_constant","","Bind a global constant",19,null],[10,"bind_resource_views","","Bind a complete set of shader resource views",19,null],[10,"bind_unordered_views","","Bind a complete set of unordered access views",19,null],[10,"bind_samplers","","Bind a complete set of samplers",19,null],[10,"bind_pixel_targets","","Bind a complete set of pixel targets, including multiple\ncolors views and an optional depth/stencil view.",19,null],[10,"bind_index","","Bind an index buffer",19,null],[10,"set_scissor","","Set scissor test",19,null],[10,"set_ref_values","","Set reference values for the blending and stencil front/back",19,null],[10,"update_buffer","","Update a vertex/index/uniform buffer",19,null],[10,"update_texture","","Update a texture",19,null],[10,"clear","","Clear render targets",19,null],[10,"call_draw","","Draw a primitive",19,null],[10,"call_draw_indexed","","Draw a primitive with index buffer",19,null],[6,"InstanceOption","","",null,null],[3,"ProgramInfo","","Metadata about a program.",null,null],[12,"vertex_attributes","","Attributes in the program",78,null],[12,"globals","","Global constants in the program",78,null],[12,"constant_buffers","","Constant buffers in the program",78,null],[12,"textures","","Textures in the program",78,null],[12,"unordereds","","Unordered access resources in the program",78,null],[12,"samplers","","Samplers in the program",78,null],[12,"outputs","","Output targets in the program",78,null],[12,"knows_outputs","","A hacky flag to make sure the clients know we are\nunable to actually get the output variable info",78,null],[4,"UniformValue","","A value that can be uploaded to the device as a uniform.",null,null],[13,"I32","","",68,null],[13,"F32","","",68,null],[13,"I32Vector2","","",68,null],[13,"I32Vector3","","",68,null],[13,"I32Vector4","","",68,null],[13,"F32Vector2","","",68,null],[13,"F32Vector3","","",68,null],[13,"F32Vector4","","",68,null],[13,"F32Matrix2","","",68,null],[13,"F32Matrix3","","",68,null],[13,"F32Matrix4","","",68,null],[3,"Encoder","","Graphics commands encoder.",null,null],[3,"Slice","","Description of a subset of `Mesh` data to render.",null,null],[12,"start","","Start index of vertices to draw.",101,null],[12,"end","","End index of vertices to draw.",101,null],[12,"instances","","Instancing configuration.",101,null],[12,"kind","","Source of the vertex ordering when drawing.",101,null],[4,"UpdateError","","An error occuring in buffer/texture updates.",null,null],[13,"OutOfBounds","","",102,null],[12,"target","gfx::UpdateError","",102,null],[12,"source","","",102,null],[13,"UnitCountMismatch","gfx","",102,null],[12,"target","gfx::UpdateError","",102,null],[12,"slice","","",102,null],[4,"PipelineStateError","gfx","Error creating a PipelineState",null,null],[13,"Program","","Shader program failed to link.",103,null],[13,"DescriptorInit","","Unable to create PSO descriptor due to mismatched formats.",103,null],[13,"DeviceCreate","","Device failed to create the handle give the descriptor.",103,null],[4,"SliceKind","","Source of vertex ordering for a slice",null,null],[13,"Vertex","","Render vertex data directly from the `Mesh`'s buffer.",104,null],[13,"Index8","","The `Index*` buffer contains a list of indices into the `Mesh`\ndata, so every vertex attribute does not need to be duplicated, only\nits position in the `Mesh`. The base index is added to this index\nbefore fetching the vertex from the buffer. For example, when drawing\na square, two triangles are needed. Using only `Vertex`, one\nwould need 6 separate vertices, 3 for each triangle. However, two of\nthe vertices will be identical, wasting space for the duplicated\nattributes. Instead, the `Mesh` can store 4 vertices and an\n`Index8` can be used instead.",104,null],[13,"Index16","","As `Index8` but with `u16` indices",104,null],[13,"Index32","","As `Index8` but with `u32` indices",104,null],[0,"traits","","public re-exported traits",null,null],[8,"Device","gfx::traits","An interface for performing draw calls using a specific graphics API",null,null],[16,"Resources","","Associated resources type.",98,null],[16,"CommandBuffer","","Associated command buffer type.",98,null],[10,"get_capabilities","","Returns the capabilities available to the specific API implementation.",98,null],[10,"reset_state","","Reset all the states to disabled/default.",98,null],[10,"submit","","Submit a command buffer for execution.",98,null],[10,"cleanup","","Cleanup unused resources, to be called between frames.",98,null],[8,"Factory","","",null,null],[16,"CommandBuffer","","Associated command buffer type",29,null],[16,"Mapper","","Associated mapper type",29,null],[10,"get_capabilities","","Returns the capabilities available to the specific API implementation",29,null],[10,"create_command_buffer","","",29,null],[10,"create_buffer_raw","","",29,null],[10,"create_buffer_static_raw","","",29,null],[11,"create_buffer_static","","",29,null],[11,"create_buffer_dynamic","","",29,null],[10,"create_pipeline_state_raw","","",29,null],[10,"create_program","","",29,null],[10,"create_shader","","",29,null],[11,"create_shader_vertex","","",29,null],[11,"create_shader_geometry","","",29,null],[11,"create_shader_pixel","","",29,null],[10,"create_sampler","","",29,null],[10,"update_buffer_raw","","Update the information stored in a specific buffer",29,null],[11,"update_buffer","","",29,null],[10,"map_buffer_raw","","",29,null],[10,"unmap_buffer_raw","","",29,null],[10,"map_buffer_readable","","",29,null],[10,"map_buffer_writable","","",29,null],[10,"map_buffer_rw","","",29,null],[10,"update_texture_raw","","",29,null],[11,"update_texture","","",29,null],[10,"generate_mipmap_raw","","",29,null],[10,"create_texture_raw","","",29,null],[11,"create_texture_with_data","","",29,null],[10,"view_buffer_as_shader_resource_raw","","",29,null],[10,"view_buffer_as_unordered_access_raw","","",29,null],[10,"view_texture_as_shader_resource_raw","","",29,null],[10,"view_texture_as_unordered_access_raw","","",29,null],[10,"view_texture_as_render_target_raw","","",29,null],[10,"view_texture_as_depth_stencil_raw","","",29,null],[11,"create_texture","","",29,null],[11,"view_buffer_as_shader_resource","","",29,null],[11,"view_buffer_as_unordered_access","","",29,null],[11,"view_texture_as_shader_resource","","",29,null],[11,"view_texture_as_unordered_access","","",29,null],[11,"view_texture_as_render_target","","",29,null],[11,"view_texture_as_depth_stencil","","",29,null],[11,"create_texture_const","","",29,null],[11,"create_render_target","","",29,null],[11,"create_depth_stencil","","",29,null],[8,"DeviceFence","","Extension to the Device that allows for submitting of commands\naround a fence",null,null],[10,"fenced_submit","","Submit a command buffer to the stream creating a fence\nthe fence is signaled after the GPU has executed all commands\nin the buffer",99,null],[10,"fence_wait","","Wait on the supplied fence stalling the current thread until\nthe fence is satisfied",99,null],[8,"FactoryExt","","Factory extension trait",null,null],[11,"create_encoder","","Create a new graphics command Encoder",105,null],[11,"create_vertex_buffer","","Create a vertex buffer with an associated slice.",105,null],[11,"create_vertex_buffer_indexed","","Create a vertex buffer with an index, returned by a slice.",105,null],[11,"create_constant_buffer","","Create a constant buffer for `num` identical elements of type `T`.",105,null],[11,"create_shader_set","","Create a shader set from a given vs/ps code for multiple shader models.",105,null],[11,"link_program","","Create a simple program given a vertex shader with a pixel one.",105,null],[11,"link_program_source","","Create a simple program given `ShaderSource` versions of vertex and\npixel shaders, automatically picking available shader variant.",105,null],[11,"create_pipeline_state","","Create a strongly-typed Pipeline State.",105,null],[11,"create_pipeline_from_program","","Create PSO with a given program.",105,null],[11,"create_pipeline_simple","","Create a simplified version of the Pipeline State,\nwhich works on triangles, and only has VS and PS shaders in it.",105,null],[11,"create_sampler_linear","","Create a linear sampler with clamping to border.",105,null],[11,"eq","gfx","",102,null],[11,"ne","","",102,null],[11,"fmt","","",102,null],[11,"clone","","",102,null],[11,"create","","Create a new encoder using a factory.",106,{"inputs":[{"name":"f"}],"output":{"name":"encoder"}}],[11,"reset","","Reset all commands for the command buffer re-usal.",106,null],[11,"as_buffer","","Get command and data buffers to be submitted to the device.",106,null],[11,"clone_empty","","Clone the renderer shared data but ignore the commands.",106,null],[11,"update_buffer","","Update a buffer with a slice of data.",106,null],[11,"update_constant_buffer","","Update a buffer with a single structure.",106,null],[11,"update_texture","","Update the contents of a texture.",106,null],[11,"clear","","Clear a target view with a specified value.",106,null],[11,"clear_depth","","Clear a depth view with a specified value.",106,null],[11,"clear_stencil","","Clear a stencil view with a specified value.",106,null],[11,"draw","","Draw a mesh slice using a typed pipeline state object (PSO).",106,null],[11,"create_encoder","gfx::traits","Create a new graphics command Encoder",105,null],[11,"create_vertex_buffer","","Create a vertex buffer with an associated slice.",105,null],[11,"create_vertex_buffer_indexed","","Create a vertex buffer with an index, returned by a slice.",105,null],[11,"create_constant_buffer","","Create a constant buffer for `num` identical elements of type `T`.",105,null],[11,"create_shader_set","","Create a shader set from a given vs/ps code for multiple shader models.",105,null],[11,"link_program","","Create a simple program given a vertex shader with a pixel one.",105,null],[11,"link_program_source","","Create a simple program given `ShaderSource` versions of vertex and\npixel shaders, automatically picking available shader variant.",105,null],[11,"create_pipeline_state","","Create a strongly-typed Pipeline State.",105,null],[11,"create_pipeline_from_program","","Create PSO with a given program.",105,null],[11,"create_pipeline_simple","","Create a simplified version of the Pipeline State,\nwhich works on triangles, and only has VS and PS shaders in it.",105,null],[11,"create_sampler_linear","","Create a linear sampler with clamping to border.",105,null],[11,"fmt","gfx","",103,null],[11,"eq","","",103,null],[11,"ne","","",103,null],[11,"clone","","",103,null],[11,"eq","","",101,null],[11,"ne","","",101,null],[11,"fmt","","",101,null],[11,"clone","","",101,null],[11,"get_prim_count","","Get the number of primitives in this slice.",101,null],[11,"eq","","",104,null],[11,"ne","","",104,null],[11,"fmt","","",104,null],[11,"clone","","",104,null],[11,"from","","",101,{"inputs":[{"name":"buffer"}],"output":{"name":"slice"}}],[11,"from","","",101,{"inputs":[{"name":"buffer"}],"output":{"name":"slice"}}],[11,"from","","",101,{"inputs":[{"name":"buffer"}],"output":{"name":"slice"}}],[0,"pso","","Pipeline states\nPipeline State Objects - typed higher-level version.",null,null],[3,"Descriptor","gfx::pso","All the information surrounding a shader program that is required\nfor PSO creation, including the formats of vertex buffers and pixel targets;",null,null],[12,"primitive","","Type of the primitive",51,null],[12,"rasterizer","","Rasterizer setup",51,null],[12,"attributes","","Vertex attributes",51,null],[12,"color_targets","","Render target views (RTV)",51,null],[12,"depth_stencil","","Depth stencil view (DSV)",51,null],[3,"RawDataSet","","A complete set of raw data that needs to be specified at run-time\nwhenever we draw something with a PSO. This is what "data" struct\ngets transformed into when we call `encoder.draw(...)` with it.\nIt doesn't have any typing information, since PSO knows what\nformat and layout to expect from each resource.",null,null],[12,"vertex_buffers","","",107,null],[12,"constant_buffers","","",107,null],[12,"global_constants","","",107,null],[12,"resource_views","","",107,null],[12,"unordered_views","","",107,null],[12,"samplers","","",107,null],[12,"pixel_targets","","",107,null],[12,"ref_values","","",107,null],[12,"scissor","","",107,null],[3,"PipelineState","","Strongly-typed compiled pipeline state.",null,null],[4,"InitError","","Failure to initilize the link between the shader and the data.",null,null],[13,"VertexImport","","Vertex attribute mismatch.",108,null],[13,"ConstantBuffer","","Constant buffer mismatch.",108,null],[13,"GlobalConstant","","Global constant mismatch.",108,null],[13,"ResourceView","","Shader resource view mismatch.",108,null],[13,"UnorderedView","","Unordered access view mismatch.",108,null],[13,"Sampler","","Sampler mismatch.",108,null],[13,"PixelExport","","Pixel target mismatch.",108,null],[0,"buffer","","Buffer components for PSO macro.",null,null],[3,"Element","gfx::pso::buffer","A struct element descriptor.",null,null],[12,"format","","Element format",50,null],[12,"offset","","Offset from the beginning of the container, in bytes",50,null],[12,"stride","","Total container size, in bytes",50,null],[6,"ElemOffset","","",null,null],[6,"ElemStride","","",null,null],[3,"VertexBufferCommon","","Service struct to simplify the implementations of `VertexBuffer` and `InstanceBuffer`.",null,null],[3,"ConstantBuffer","","Constant buffer component.\n- init: `&str` = name of the buffer\n- data: `BufferHandle<T>`",null,null],[3,"Global","","Global (uniform) constant component. Describes a free-standing value passed into\nthe shader, which is not enclosed into any constant buffer. Deprecated in DX10 and higher.\n- init: `&str` = name of the constant\n- data: `T` = value",null,null],[6,"VertexBuffer","","Vertex buffer component. Advanced per vertex.\n- init: `()`\n- data: `BufferHandle<T>`",null,null],[6,"InstanceBuffer","","Instance buffer component. Same as the vertex buffer but advances per instance.",null,null],[8,"Structure","","A trait to be implemented by any struct having the layout described\nin the graphics API, like a vertex buffer.",null,null],[10,"query","","Get the layout of an element by name.",109,{"inputs":[{"name":"str"}],"output":{"name":"option"}}],[11,"new","","",110,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",110,null],[11,"link_input","","",110,null],[11,"bind_to","","",110,null],[11,"new","","",111,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",111,null],[11,"link_constant_buffer","","",111,null],[11,"bind_to","","",111,null],[11,"new","","",112,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",112,null],[11,"link_global_constant","","",112,null],[11,"bind_to","","",112,null],[0,"resource","gfx::pso","Resource components for PSO macro.",null,null],[3,"ShaderResource","gfx::pso::resource","Shader resource component (SRV). Typically is a view into some texture,\nbut can also be a buffer.\n- init: `&str` = name of the resource\n- data: `ShaderResourceView<T>`",null,null],[3,"UnorderedAccess","","Unordered access component (UAV). A writable resource (texture/buffer)\nwith no defined access order across simultaneously executing shaders.\nSupported on DX10 and higher.\n- init: `&str` = name of the resource\n- data: `UnorderedAccessView<T>`",null,null],[3,"Sampler","","Sampler component.\n- init: `&str` = name of the sampler\n- data: `Sampler`",null,null],[3,"TextureSampler","","A convenience type for a texture paired with a sampler.\nIt only makes sense for DX9 class hardware, where every texture by default\nis bundled with a sampler, hence they are represented by the same name.\nIn DX10 and higher samplers are totally separated from the textures.\n- init: `&str` = name of the sampler/texture (assuming they match)\n- data: (`ShaderResourceView<T>`, `Sampler`)",null,null],[11,"new","","",113,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",113,null],[11,"link_resource_view","","",113,null],[11,"bind_to","","",113,null],[11,"new","","",114,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",114,null],[11,"link_unordered_view","","",114,null],[11,"bind_to","","",114,null],[11,"new","","",115,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",115,null],[11,"link_sampler","","",115,null],[11,"bind_to","","",115,null],[11,"new","","",116,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",116,null],[11,"link_resource_view","","",116,null],[11,"link_sampler","","",116,null],[11,"bind_to","","",116,null],[0,"target","gfx::pso","Render target components for the PSO macro.",null,null],[3,"RenderTarget","gfx::pso::target","Render target component. Typically points to a color-formatted texture.\n- init: `&str` = name of the target\n- data: `RenderTargetView<T>`",null,null],[3,"BlendTarget","","Render target component with active blending mode.\n- init: (`&str`, `ColorMask`, `Blend` = blending state)\n- data: `RenderTargetView<T>`",null,null],[3,"DepthTarget","","Depth target component.\n- init: `Depth` = depth state\n- data: `DepthStencilView<T>`",null,null],[3,"StencilTarget","","Stencil target component.\n- init: `Stencil` = stencil state\n- data: (`DepthStencilView<T>`, `(front, back)` = stencil reference values)",null,null],[3,"DepthStencilTarget","","Depth + stencil target component.\n- init: (`Depth` = depth state, `Stencil` = stencil state)\n- data: (`DepthStencilView<T>`, `(front, back)` = stencil reference values)",null,null],[3,"Scissor","","Scissor component. Sets up the scissor test for rendering.\n- init: `()`\n- data: `Rect` = target area",null,null],[3,"BlendRef","","Blend reference component. Sets up the reference color for blending.\n- init: `()`\n- data: `ColorValue`",null,null],[11,"new","","",117,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",117,null],[11,"link_output","","",117,null],[11,"bind_to","","",117,null],[11,"new","","",118,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",118,null],[11,"link_output","","",118,null],[11,"bind_to","","",118,null],[11,"new","","",119,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",119,null],[11,"link_depth_stencil","","",119,null],[11,"bind_to","","",119,null],[11,"new","","",120,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",120,null],[11,"link_depth_stencil","","",120,null],[11,"bind_to","","",120,null],[11,"new","","",121,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",121,null],[11,"link_depth_stencil","","",121,null],[11,"bind_to","","",121,null],[11,"new","","",122,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",122,null],[11,"bind_to","","",122,null],[11,"new","","",123,{"inputs":[],"output":{"name":"self"}}],[11,"is_active","","",123,null],[11,"bind_to","","",123,null],[8,"PipelineInit","gfx::pso","A service trait implemented by the "init" structure of PSO.",null,null],[16,"Meta","","The associated "meta" struct.",124,null],[10,"link_to","","Attempt to map a PSO descriptor to a give shader program,\nrepresented by `ProgramInfo`. Returns an instance of the\n"meta" struct upon successful mapping.",124,null],[8,"PipelineData","","a service trait implemented the "data" structure of PSO.",null,null],[16,"Meta","","The associated "meta" struct.",125,null],[10,"bake","","Dump all the contained data into the raw data set,\ngiven the mapping ("meta"), and a handle manager.",125,null],[8,"DataLink","","The "link" logic portion of a PSO component.\nDefines the input data for the component.",null,null],[16,"Init","","The assotiated "init" type - a member of the PSO "init" struct.",126,null],[10,"new","","Create a new empty data link.",126,{"inputs":[],"output":{"name":"self"}}],[10,"is_active","","Check if this link is actually used by the shader.",126,null],[11,"link_input","","Attempt to link with a vertex attribute.",126,null],[11,"link_constant_buffer","","Attempt to link with a constant buffer.",126,null],[11,"link_global_constant","","Attempt to link with a global constant.",126,null],[11,"link_output","","Attempt to link with an output render target (RTV).",126,null],[11,"link_depth_stencil","","Attempt to link with a depth-stencil target (DSV).",126,null],[11,"link_resource_view","","Attempt to link with a shader resource (SRV).",126,null],[11,"link_unordered_view","","Attempt to link with an unordered access (UAV).",126,null],[11,"link_sampler","","Attempt to link with a sampler.",126,null],[8,"DataBind","","The "bind" logic portion of the PSO component.\nDefines how the user data translates into the raw data set.",null,null],[16,"Data","","The associated "data" type - a member of the PSO "data" struct.",127,null],[10,"bind_to","","Dump the given data into the raw data set.",127,null],[11,"new","","Create an empty data set.",107,{"inputs":[],"output":{"name":"rawdataset"}}],[11,"fmt","","",108,null],[11,"eq","","",108,null],[11,"ne","","",108,null],[11,"clone","","",108,null],[11,"new","","Create a new PSO from a raw handle and the "meta" instance.",128,{"inputs":[{"name":"rawpipelinestate"},{"name":"primitive"},{"name":"m"}],"output":{"name":"pipelinestate"}}],[11,"get_handle","","Get a raw handle reference.",128,null],[11,"get_meta","","Get a "meta" struct reference. Can be used by the user to check\nwhat resources are actually used and what not.",128,null],[0,"shade","gfx","Shaders\nShader parameter handling.",null,null],[6,"ConstFormat","gfx::shade","",null,null],[8,"Formatted","","A trait that statically links simple data types to\nconstant formats.",null,null],[10,"get_format","","Get the associated constant format.",70,null],[3,"ShaderSource","","A type storing shader source for different graphics APIs and versions.",null,null],[12,"glsl_120","","",129,null],[12,"glsl_130","","",129,null],[12,"glsl_140","","",129,null],[12,"glsl_150","","",129,null],[12,"glsl_430","","",129,null],[12,"targets","","",129,null],[4,"ProgramError","","Program linking error",null,null],[13,"Vertex","","Unable to compile the vertex shader",130,null],[13,"Pixel","","Unable to compile the pixel shader",130,null],[13,"Link","","Unable to link",130,null],[8,"ToUniform","","",null,null],[10,"convert","","",131,null],[11,"fmt","","",130,null],[11,"eq","","",130,null],[11,"ne","","",130,null],[11,"clone","","",130,null],[11,"fmt","","",129,null],[11,"eq","","",129,null],[11,"ne","","",129,null],[11,"clone","","",129,null],[11,"empty","","Create an empty shader source. Useful for specifying the remaining\nstructure members upon construction.",129,{"inputs":[],"output":{"name":"shadersource"}}],[11,"choose","","Pick one of the stored versions that is the highest supported by the device.",129,null],[0,"macros","gfx","Convenience macros\nVarious helper macros.",null,null],[8,"ToIndexSlice","","A helper trait to build index slices from data.",null,null],[10,"to_slice","","Make an index slice.",132,null],[14,"gfx_pipeline_inner!","","",null,null],[14,"gfx_pipeline_base!","","",null,null],[14,"gfx_pipeline!","","",null,null],[14,"gfx_vertex_struct!","","",null,null],[14,"gfx_constant_struct!","","",null,null],[14,"gfx_format!","","",null,null],[11,"fmt","gfx::core::state","",0,null],[11,"clone","","",0,null],[11,"hash","","",0,null],[11,"partial_cmp","","",0,null],[11,"eq","","",0,null],[11,"cmp","","",0,null],[11,"partial_cmp","","",1,null],[11,"lt","","",1,null],[11,"le","","",1,null],[11,"gt","","",1,null],[11,"ge","","",1,null],[11,"eq","","",1,null],[11,"ne","","",1,null],[11,"hash","","",1,null],[11,"fmt","","",1,null],[11,"clone","","",1,null],[11,"cmp","","",2,null],[11,"partial_cmp","","",2,null],[11,"hash","","",2,null],[11,"fmt","","",2,null],[11,"eq","","",2,null],[11,"clone","","",2,null],[11,"partial_cmp","","",3,null],[11,"lt","","",3,null],[11,"le","","",3,null],[11,"gt","","",3,null],[11,"ge","","",3,null],[11,"eq","","",3,null],[11,"ne","","",3,null],[11,"hash","","",3,null],[11,"fmt","","",3,null],[11,"clone","","",3,null],[11,"get_cull_face","","Get the cull face, if any, for this primitive state.",3,null],[11,"cmp","","",133,null],[11,"partial_cmp","","",133,null],[11,"hash","","",133,null],[11,"fmt","","",133,null],[11,"eq","","",133,null],[11,"clone","","",133,null],[11,"partial_cmp","","",4,null],[11,"lt","","",4,null],[11,"le","","",4,null],[11,"gt","","",4,null],[11,"ge","","",4,null],[11,"eq","","",4,null],[11,"ne","","",4,null],[11,"hash","","",4,null],[11,"fmt","","",4,null],[11,"clone","","",4,null],[11,"new_fill","","Create a new filling rasterizer.",4,{"inputs":[{"name":"cullface"}],"output":{"name":"rasterizer"}}],[11,"with_offset","","Add polygon offset.",4,null],[11,"cmp","","",5,null],[11,"partial_cmp","","",5,null],[11,"hash","","",5,null],[11,"fmt","","",5,null],[11,"eq","","",5,null],[11,"clone","","",5,null],[11,"cmp","","",6,null],[11,"partial_cmp","","",6,null],[11,"hash","","",6,null],[11,"fmt","","",6,null],[11,"eq","","",6,null],[11,"clone","","",6,null],[11,"cmp","","",7,null],[11,"partial_cmp","","",7,null],[11,"lt","","",7,null],[11,"le","","",7,null],[11,"gt","","",7,null],[11,"ge","","",7,null],[11,"hash","","",7,null],[11,"fmt","","",7,null],[11,"eq","","",7,null],[11,"ne","","",7,null],[11,"clone","","",7,null],[11,"default","","",7,{"inputs":[],"output":{"name":"stencilside"}}],[11,"cmp","","",8,null],[11,"partial_cmp","","",8,null],[11,"lt","","",8,null],[11,"le","","",8,null],[11,"gt","","",8,null],[11,"ge","","",8,null],[11,"hash","","",8,null],[11,"fmt","","",8,null],[11,"eq","","",8,null],[11,"ne","","",8,null],[11,"clone","","",8,null],[11,"default","","",8,{"inputs":[],"output":{"name":"stencil"}}],[11,"new","","Create a new stencil state with a given function.",8,null],[11,"cmp","","",9,null],[11,"partial_cmp","","",9,null],[11,"lt","","",9,null],[11,"le","","",9,null],[11,"gt","","",9,null],[11,"ge","","",9,null],[11,"hash","","",9,null],[11,"fmt","","",9,null],[11,"eq","","",9,null],[11,"ne","","",9,null],[11,"clone","","",9,null],[11,"default","","",9,{"inputs":[],"output":{"name":"depth"}}],[11,"cmp","","",10,null],[11,"partial_cmp","","",10,null],[11,"hash","","",10,null],[11,"fmt","","",10,null],[11,"eq","","",10,null],[11,"clone","","",10,null],[11,"cmp","","",11,null],[11,"partial_cmp","","",11,null],[11,"hash","","",11,null],[11,"fmt","","",11,null],[11,"eq","","",11,null],[11,"clone","","",11,null],[11,"cmp","","",12,null],[11,"partial_cmp","","",12,null],[11,"lt","","",12,null],[11,"le","","",12,null],[11,"gt","","",12,null],[11,"ge","","",12,null],[11,"hash","","",12,null],[11,"fmt","","",12,null],[11,"eq","","",12,null],[11,"ne","","",12,null],[11,"clone","","",12,null],[11,"fmt","","",13,null],[11,"clone","","",13,null],[11,"hash","","",13,null],[11,"partial_cmp","","",13,null],[11,"lt","","",13,null],[11,"le","","",13,null],[11,"gt","","",13,null],[11,"ge","","",13,null],[11,"eq","","",13,null],[11,"ne","","",13,null],[11,"cmp","","",13,null],[11,"default","","",13,{"inputs":[],"output":{"name":"blendchannel"}}],[11,"eq","","",14,null],[11,"ne","","",14,null],[11,"partial_cmp","","",14,null],[11,"lt","","",14,null],[11,"le","","",14,null],[11,"gt","","",14,null],[11,"ge","","",14,null],[11,"hash","","",14,null],[11,"clone","","",14,null],[11,"default","","",14,{"inputs":[],"output":{"name":"blend"}}],[11,"new","","Create a new blend state with a given equation.",14,{"inputs":[{"name":"equation"},{"name":"factor"},{"name":"factor"}],"output":{"name":"blend"}}],[11,"fmt","","",14,null],[11,"hash","","",134,null],[11,"cmp","","",134,null],[11,"partial_cmp","","",134,null],[11,"lt","","",134,null],[11,"le","","",134,null],[11,"gt","","",134,null],[11,"ge","","",134,null],[11,"clone","","",134,null],[11,"eq","","",134,null],[11,"ne","","",134,null],[11,"fmt","","",134,null],[11,"empty","","Returns an empty set of flags.",134,{"inputs":[],"output":{"name":"colormask"}}],[11,"all","","Returns the set containing all flags.",134,{"inputs":[],"output":{"name":"colormask"}}],[11,"bits","","Returns the raw value of the flags currently stored.",134,null],[11,"from_bits","","Convert from underlying bit representation, unless that\nrepresentation contains bits that do not correspond to a flag.",134,{"inputs":[{"name":"u8"}],"output":{"name":"option"}}],[11,"from_bits_truncate","","Convert from underlying bit 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