var searchIndex = {}; searchIndex["gfx_core"] = {"doc":"Low-level graphics abstraction for Rust. Mostly operates on data, not types.\nDesigned for use by libraries and higher-level abstractions only.","items":[[0,"state","gfx_core","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.",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,"cull_face","","Which face should be culled.",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","","",17,null],[12,"y","","",17,null],[12,"w","","",17,null],[12,"h","","",17,null],[6,"ColorValue","","",null,null],[3,"Mirror","","Mirroring flags, used for blitting",null,null],[17,"MIRROR_X","","",null,null],[17,"MIRROR_Y","","",null,null],[3,"VertexShader","gfx_core","",null,null],[3,"HullShader","","",null,null],[3,"DomainShader","","",null,null],[3,"GeometryShader","","",null,null],[3,"PixelShader","","",null,null],[3,"Capabilities","","Features that the device supports.",null,null],[12,"max_vertex_count","","",18,null],[12,"max_index_count","","",18,null],[12,"max_texture_size","","",18,null],[12,"instance_base_supported","","",18,null],[12,"instance_call_supported","","",18,null],[12,"instance_rate_supported","","",18,null],[12,"vertex_base_supported","","",18,null],[12,"srgb_color_supported","","",18,null],[12,"constant_buffer_supported","","",18,null],[12,"unordered_access_view_supported","","",18,null],[12,"separate_blending_slots_supported","","",18,null],[4,"ShaderSet","","A complete set of shaders to link a program.",null,null],[13,"Simple","","Simple program: Vs-Ps",19,null],[13,"Geometry","","Geometry shader programs: Vs-Gs-Ps",19,null],[4,"Primitive","","Describes what geometric primitives are created from vertex data.",null,null],[13,"PointList","","Each vertex represents a single point.",20,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.",20,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.",20,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.",20,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.",20,null],[4,"IndexType","","A type of each index value in the slice's index buffer",null,null],[13,"U16","","",21,null],[13,"U32","","",21,null],[0,"draw","","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",22,null],[13,"Int","","Integer vector to clear ivec4 targets.",22,null],[13,"Uint","","Unsigned int vector to clear uvec4 targets.",22,null],[6,"InstanceOption","","Optional instance parameters",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",23,null],[10,"reset","","Reset the command buffer contents, retain the allocated storage",23,null],[10,"bind_pipeline_state","","Bind a pipeline state object",23,null],[10,"bind_vertex_buffers","","Bind a complete set of vertex buffers",23,null],[10,"bind_constant_buffers","","Bind a complete set of constant buffers",23,null],[10,"bind_global_constant","","Bind a global constant",23,null],[10,"bind_resource_views","","Bind a complete set of shader resource views",23,null],[10,"bind_unordered_views","","Bind a complete set of unordered access views",23,null],[10,"bind_samplers","","Bind a complete set of samplers",23,null],[10,"bind_pixel_targets","","Bind a complete set of pixel targets, including multiple\ncolors views and an optional depth/stencil view.",23,null],[10,"bind_index","","Bind an index buffer",23,null],[10,"set_scissor","","Set scissor rectangle",23,null],[10,"set_ref_values","","Set reference values for the blending and stencil front/back",23,null],[10,"update_buffer","","Update a vertex/index/uniform buffer",23,null],[10,"update_texture","","Update a texture",23,null],[10,"generate_mipmap","","",23,null],[10,"clear_color","","Clear color target",23,null],[10,"clear_depth_stencil","","",23,null],[10,"call_draw","","Draw a primitive",23,null],[10,"call_draw_indexed","","Draw a primitive with index buffer",23,null],[11,"partial_cmp","","",22,null],[11,"lt","","",22,null],[11,"le","","",22,null],[11,"gt","","",22,null],[11,"ge","","",22,null],[11,"eq","","",22,null],[11,"ne","","",22,null],[11,"fmt","","",22,null],[11,"clone","","",22,null],[11,"from","","",22,null],[11,"from","","",22,null],[11,"from","","",22,null],[11,"from","","",22,null],[11,"from","","",22,null],[11,"from","","",22,null],[11,"from","","",22,null],[11,"from","","",22,null],[11,"from","","",22,null],[11,"from","","",22,{"inputs":[{"name":"f32"}],"output":{"name":"clearcolor"}}],[11,"from","","",22,{"inputs":[{"name":"i32"}],"output":{"name":"clearcolor"}}],[11,"from","","",22,{"inputs":[{"name":"u32"}],"output":{"name":"clearcolor"}}],[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],[3,"DummyCommandBuffer","","Dummy command buffer, which ignores all the calls.",null,null],[4,"DummyResources","","Dummy resources phantom type",null,null],[11,"eq","","",24,null],[11,"hash","","",24,null],[11,"fmt","","",24,null],[11,"clone","","",24,null],[11,"new","","Create a new dummy device",25,{"inputs":[],"output":{"name":"dummydevice"}}],[11,"clone_empty","","",26,null],[11,"reset","","",26,null],[11,"bind_pipeline_state","","",26,null],[11,"bind_vertex_buffers","","",26,null],[11,"bind_constant_buffers","","",26,null],[11,"bind_global_constant","","",26,null],[11,"bind_resource_views","","",26,null],[11,"bind_unordered_views","","",26,null],[11,"bind_samplers","","",26,null],[11,"bind_pixel_targets","","",26,null],[11,"bind_index","","",26,null],[11,"set_scissor","","",26,null],[11,"set_ref_values","","",26,null],[11,"update_buffer","","",26,null],[11,"update_texture","","",26,null],[11,"generate_mipmap","","",26,null],[11,"clear_color","","",26,null],[11,"clear_depth_stencil","","",26,null],[11,"call_draw","","",26,null],[11,"call_draw_indexed","","",26,null],[11,"get_capabilities","","",25,null],[11,"pin_submitted_resources","","",25,null],[11,"submit","","",25,null],[11,"cleanup","","",25,null],[0,"factory","gfx_core","Resource factory",null,null],[3,"Bind","gfx_core::factory","Bind flags",null,null],[3,"BufferInfo","","An information block that is immutable and associated with each buffer.",null,null],[12,"role","","Role",27,null],[12,"usage","","Usage hint",27,null],[12,"bind","","Bind flags",27,null],[12,"size","","Size in bytes",27,null],[12,"stride","","Stride of a single element, in bytes. Only used for structured buffers\nthat you use via shader resource / unordered access views.",27,null],[4,"MapAccess","","Specifies the access allowed to a buffer mapping.",null,null],[13,"Readable","","Only allow reads.",28,null],[13,"Writable","","Only allow writes.",28,null],[13,"RW","","Allow full access.",28,null],[4,"BufferRole","","Role of the memory buffer. GLES doesn't allow chaning bind points for buffers.",null,null],[13,"Vertex","","Generic vertex buffer",29,null],[13,"Index","","Index buffer",29,null],[13,"Uniform","","Uniform block buffer",29,null],[4,"Usage","","A hint as to how this buffer/texture will be used.",null,null],[13,"GpuOnly","","GPU: read + write, CPU: copy. Optimal for render targets.",30,null],[13,"Const","","GPU: read, CPU: none. Optimal for resourced textures/buffers.",30,null],[13,"Dynamic","","GPU: read, CPU: write.",30,null],[13,"CpuOnly","","GPU: copy, CPU: as specified. Used as a staging buffer,\nto be copied back and forth with on-GPU targets.",30,null],[4,"BufferError","","Error creating a buffer.",null,null],[13,"UnsupportedBind","","Some of the bind flags are not supported.",31,null],[13,"Other","","Unknown other error.",31,null],[4,"BufferUpdateError","","An error happening on buffer updates.",null,null],[13,"OutOfBounds","","Trying to change the contents outside of the allocation.",32,null],[4,"ResourceViewError","","Error creating either a ShaderResourceView, or UnorderedAccessView.",null,null],[13,"NoBindFlag","","The corresponding bind flag does not present in the texture.",33,null],[13,"Channel","","Selected channel type is not supported for this texture.",33,null],[13,"Unsupported","","The backend refused for some reason.",33,null],[4,"TargetViewError","","Error creating either a RenderTargetView, or DepthStencilView.",null,null],[13,"NoBindFlag","","The `RENDER_TARGET`/`DEPTH_STENCIL` flag does not present in the texture.",34,null],[13,"BadLevel","","Selected mip level doesn't exist.",34,null],[13,"BadLayer","","Selected array layer doesn't exist.",34,null],[13,"Channel","","Selected channel type is not supported for this texture.",34,null],[13,"Unsupported","","The backend refused for some reason.",34,null],[4,"CombinedError","","An error from creating textures with views at the same time.",null,null],[13,"Texture","","Failed to create the raw texture.",35,null],[13,"Resource","","Failed to create SRV or UAV.",35,null],[13,"Target","","Failed to create RTV or DSV.",35,null],[5,"cast_slice","","Cast a slice from one POD type to another.",null,null],[17,"RENDER_TARGET","","The resource can be rendered into.",null,null],[17,"DEPTH_STENCIL","","The resource can serve as a depth/stencil target.",null,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],[8,"Typed","","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.",36,null],[10,"new","","Crete a new phantom from the raw type.",36,{"inputs":[{"name":"raw"}],"output":{"name":"self"}}],[10,"raw","","Get an internal reference to the raw type.",36,null],[8,"Factory","","A `Factory` is responsible for creating and managing resources for the context it was created\nwith. ",null,null],[16,"Mapper","","Associated mapper type",37,null],[10,"get_capabilities","","Returns the capabilities of this `Factory`. This usually depends on the graphics API being\nused.",37,null],[10,"create_buffer_raw","","",37,null],[10,"create_buffer_const_raw","","",37,null],[11,"create_buffer_const","","",37,null],[11,"create_buffer_dynamic","","",37,null],[11,"create_buffer_staging","","",37,null],[10,"create_pipeline_state_raw","","Creates a new `RawPipelineState`. To create a safely typed `PipelineState`, see the\n`FactoryExt` trait and `pso` module, both in the `gfx` crate.",37,null],[10,"create_program","","Creates a new shader `Program` for the supplied `ShaderSet`.",37,null],[10,"create_shader","","Compiles a shader source into a `Shader` object that can be used to create a shader\n`Program`.",37,null],[11,"create_shader_vertex","","Compiles a `VertexShader` from source.",37,null],[11,"create_shader_geometry","","Compiles a `GeometryShader` from source.",37,null],[11,"create_shader_pixel","","Compiles a `PixelShader` from source. This is the same as what some APIs call a fragment\nshader.",37,null],[10,"create_sampler","","",37,null],[10,"map_buffer_raw","","",37,null],[10,"unmap_buffer_raw","","",37,null],[10,"map_buffer_readable","","",37,null],[10,"map_buffer_writable","","",37,null],[10,"map_buffer_rw","","",37,null],[10,"create_texture_raw","","Create a new empty raw texture with no data. The channel type parameter is a hint,\nrequired to assist backends that have no concept of typeless formats (OpenGL).\nThe initial data, if given, has to be provided for all mip levels and slices:\nSlice0.Mip0, Slice0.Mip1, ..., Slice1.Mip0, ...",37,null],[10,"view_buffer_as_shader_resource_raw","","",37,null],[10,"view_buffer_as_unordered_access_raw","","",37,null],[10,"view_texture_as_shader_resource_raw","","",37,null],[10,"view_texture_as_unordered_access_raw","","",37,null],[10,"view_texture_as_render_target_raw","","",37,null],[10,"view_texture_as_depth_stencil_raw","","",37,null],[11,"create_texture","","",37,null],[11,"view_buffer_as_shader_resource","","",37,null],[11,"view_buffer_as_unordered_access","","",37,null],[11,"view_texture_as_shader_resource","","",37,null],[11,"view_texture_as_unordered_access","","",37,null],[11,"view_texture_as_render_target","","",37,null],[11,"view_texture_as_depth_stencil","","",37,null],[11,"view_texture_as_depth_stencil_trivial","","",37,null],[11,"create_texture_const_u8","","",37,null],[11,"create_texture_const","","",37,null],[11,"create_render_target","","",37,null],[11,"create_depth_stencil","","",37,null],[11,"create_depth_stencil_view_only","","",37,null],[11,"fmt","","",28,null],[11,"clone","","",28,null],[11,"hash","","",28,null],[11,"partial_cmp","","",28,null],[11,"eq","","",28,null],[11,"cmp","","",28,null],[11,"hash","","",38,null],[11,"cmp","","",38,null],[11,"partial_cmp","","",38,null],[11,"lt","","",38,null],[11,"le","","",38,null],[11,"gt","","",38,null],[11,"ge","","",38,null],[11,"clone","","",38,null],[11,"eq","","",38,null],[11,"ne","","",38,null],[11,"fmt","","",38,null],[11,"empty","","Returns an empty set of flags.",38,{"inputs":[],"output":{"name":"bind"}}],[11,"all","","Returns the set containing all flags.",38,{"inputs":[],"output":{"name":"bind"}}],[11,"bits","","Returns the raw value of the flags currently stored.",38,null],[11,"from_bits","","Convert from underlying bit representation, unless that\nrepresentation contains bits that do not correspond to a flag.",38,{"inputs":[{"name":"u8"}],"output":{"name":"option"}}],[11,"from_bits_truncate","","Convert from underlying bit representation, dropping any bits\nthat do not correspond to flags.",38,{"inputs":[{"name":"u8"}],"output":{"name":"bind"}}],[11,"is_empty","","Returns `true` if no flags are currently stored.",38,null],[11,"is_all","","Returns `true` if all flags are currently set.",38,null],[11,"intersects","","Returns `true` if there are flags common to both `self` and `other`.",38,null],[11,"contains","","Returns `true` all of the flags in `other` are contained within `self`.",38,null],[11,"insert","","Inserts the specified flags in-place.",38,null],[11,"remove","","Removes the specified flags in-place.",38,null],[11,"toggle","","Toggles the specified flags in-place.",38,null],[11,"bitor","","Returns the union of the two sets of flags.",38,null],[11,"bitor_assign","","Adds the set of flags.",38,null],[11,"bitxor","","Returns the left flags, but with all the right flags toggled.",38,null],[11,"bitxor_assign","","Toggles the set of flags.",38,null],[11,"bitand","","Returns the intersection between the two sets of flags.",38,null],[11,"bitand_assign","","Disables all flags disabled in the set.",38,null],[11,"sub","","Returns the set difference of the two sets of flags.",38,null],[11,"sub_assign","","Disables all flags enabled in the set.",38,null],[11,"not","","Returns the complement of this set of flags.",38,null],[11,"from_iter","","",38,{"inputs":[{"name":"t"}],"output":{"name":"bind"}}],[11,"eq","","",29,null],[11,"hash","","",29,null],[11,"fmt","","",29,null],[11,"clone","","",29,null],[11,"fmt","","",30,null],[11,"clone","","",30,null],[11,"hash","","",30,null],[11,"partial_cmp","","",30,null],[11,"lt","","",30,null],[11,"le","","",30,null],[11,"gt","","",30,null],[11,"ge","","",30,null],[11,"eq","","",30,null],[11,"ne","","",30,null],[11,"cmp","","",30,null],[11,"eq","","",27,null],[11,"ne","","",27,null],[11,"hash","","",27,null],[11,"fmt","","",27,null],[11,"clone","","",27,null],[11,"eq","","",31,null],[11,"ne","","",31,null],[11,"hash","","",31,null],[11,"fmt","","",31,null],[11,"clone","","",31,null],[11,"fmt","","",32,null],[11,"eq","","",32,null],[11,"clone","","",32,null],[11,"fmt","","",33,null],[11,"eq","","",33,null],[11,"ne","","",33,null],[11,"clone","","",33,null],[11,"fmt","","",34,null],[11,"eq","","",34,null],[11,"ne","","",34,null],[11,"clone","","",34,null],[11,"fmt","","",35,null],[11,"eq","","",35,null],[11,"ne","","",35,null],[11,"clone","","",35,null],[11,"from","","",35,{"inputs":[{"name":"error"}],"output":{"name":"combinederror"}}],[11,"from","","",35,{"inputs":[{"name":"resourceviewerror"}],"output":{"name":"combinederror"}}],[11,"from","","",35,{"inputs":[{"name":"targetviewerror"}],"output":{"name":"combinederror"}}],[0,"format","gfx_core","Universal format specification.\nApplicable to textures, views, and vertex buffers.",null,null],[3,"Swizzle","gfx_core::format","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","","",39,null],[12,"1","","",39,null],[12,"2","","",39,null],[12,"3","","",39,null],[3,"Format","","Complete run-time surface format.",null,null],[12,"0","","",40,null],[12,"1","","",40,null],[3,"U8Norm","","",null,null],[12,"0","","",41,null],[3,"I8Norm","","",null,null],[12,"0","","",42,null],[3,"U16Norm","","",null,null],[12,"0","","",43,null],[3,"I16Norm","","",null,null],[12,"0","","",44,null],[3,"F16","","",null,null],[12,"0","","",45,null],[4,"ChannelType","","Type of a surface channel. 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shader",97,null],[11,"ref_program","","Reference a program",97,null],[11,"ref_pso","","Reference a pipeline state object",97,null],[11,"ref_texture","","Reference a texture",97,null],[11,"ref_srv","","Reference a shader resource view",97,null],[11,"ref_uav","","Reference an unordered access view",97,null],[11,"ref_rtv","","Reference an RTV",97,null],[11,"ref_dsv","","Reference a DSV",97,null],[11,"ref_sampler","","Reference a sampler",97,null],[11,"ref_fence","","Reference a fence",97,null],[0,"mapping","gfx_core","Memory mapping",null,null],[3,"Readable","gfx_core::mapping","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,"Raw","","Unsafe operations for a buffer mapping",null,null],[10,"set","","Set the element at `index` to `val`. Not bounds-checked.",98,null],[10,"to_slice","","Returns a slice of the specified length.",98,null],[10,"to_mut_slice","","Returns a mutable slice of the specified length.",98,null],[8,"Builder","","A service trait with methods for mapping already implemented.\nTo be used by device back ends.",null,null],[16,"RawMapping","","",99,null],[10,"map_readable","","",99,null],[10,"map_writable","","",99,null],[10,"map_read_write","","",99,null],[11,"deref","","",100,null],[11,"drop","","",100,null],[11,"set","","Set a value in the buffer",101,null],[11,"to_mut_slice","","Returns a mutable slice of the specified length.",101,null],[11,"drop","","",101,null],[11,"deref","","",102,null],[11,"deref_mut","","",102,null],[11,"drop","","",102,null],[0,"pso","gfx_core","Raw Pipeline State Objects",null,null],[3,"CreationError","gfx_core::pso","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",103,null],[12,"color","","Optional color blending",103,null],[12,"alpha","","Optional alpha blending",103,null],[3,"DepthStencilInfo","","Depth and stencil state of the PSO.",null,null],[12,"depth","","Optional depth test configuration",104,null],[12,"front","","Optional stencil test on the front faces",104,null],[12,"back","","Optional stencil test on the back faces",104,null],[3,"Element","","A struct element descriptor.",null,null],[12,"format","","Element format",105,null],[12,"offset","","Offset from the beginning of the container, in bytes",105,null],[12,"stride","","Total container size, in bytes",105,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",106,null],[12,"rasterizer","","Rasterizer setup",106,null],[12,"scissor","","Enable scissor test",106,null],[12,"attributes","","Vertex attributes",106,null],[12,"color_targets","","Render target views (RTV)",106,null],[12,"depth_stencil","","Depth stencil view (DSV)",106,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",107,null],[3,"ConstantBufferParam","","A constant buffer run-time parameter for PSO.",null,null],[12,"0","","",108,null],[12,"1","","",108,null],[12,"2","","",108,null],[3,"ResourceViewParam","","A shader resource view (SRV) run-time parameter for PSO.",null,null],[12,"0","","",109,null],[12,"1","","",109,null],[12,"2","","",109,null],[3,"UnorderedViewParam","","An unordered access view (UAV) run-time parameter for PSO.",null,null],[12,"0","","",110,null],[12,"1","","",110,null],[12,"2","","",110,null],[3,"SamplerParam","","A sampler run-time parameter for PSO.",null,null],[12,"0","","",111,null],[12,"1","","",111,null],[12,"2","","",111,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",112,null],[12,"depth","","Depth target view",112,null],[12,"stencil","","Stencil target view",112,null],[12,"size","","Rendering dimensions",112,null],[6,"BufferOffset","","An offset inside a vertex buffer, in bytes.",null,null],[6,"ElemOffset","","Offset of an attribute from the start of the buffer, in bytes",null,null],[6,"ElemStride","","Offset between attribute values, in bytes",null,null],[6,"InstanceRate","","The number of instances between each subsequent attribute value",null,null],[6,"AttributeDesc","","PSO vertex attribute descriptor",null,null],[6,"ColorTargetDesc","","PSO color target descriptor",null,null],[6,"DepthStencilDesc","","PSO depth-stencil target descriptor",null,null],[11,"fmt","","",113,null],[11,"eq","","",113,null],[11,"clone","","",113,null],[11,"eq","","",103,null],[11,"ne","","",103,null],[11,"hash","","",103,null],[11,"fmt","","",103,null],[11,"clone","","",103,null],[11,"from","","",103,{"inputs":[{"name":"colormask"}],"output":{"name":"colorinfo"}}],[11,"from","","",103,{"inputs":[{"name":"blend"}],"output":{"name":"colorinfo"}}],[11,"eq","","",104,null],[11,"ne","","",104,null],[11,"hash","","",104,null],[11,"fmt","","",104,null],[11,"clone","","",104,null],[11,"from","","",104,{"inputs":[{"name":"depth"}],"output":{"name":"depthstencilinfo"}}],[11,"from","","",104,{"inputs":[{"name":"stencil"}],"output":{"name":"depthstencilinfo"}}],[11,"from","","",104,null],[11,"eq","","",105,null],[11,"ne","","",105,null],[11,"hash","","",105,null],[11,"fmt","","",105,null],[11,"clone","","",105,null],[11,"eq","","",106,null],[11,"ne","","",106,null],[11,"hash","","",106,null],[11,"fmt","","",106,null],[11,"clone","","",106,null],[11,"new","","Create a new empty PSO descriptor.",106,{"inputs":[{"name":"primitive"},{"name":"rasterizer"}],"output":{"name":"descriptor"}}],[11,"fmt","","",107,null],[11,"clone","","",107,null],[11,"new","","Create an empty set",107,{"inputs":[],"output":{"name":"vertexbufferset"}}],[11,"fmt","","",108,null],[11,"clone","","",108,null],[11,"fmt","","",109,null],[11,"clone","","",109,null],[11,"fmt","","",110,null],[11,"clone","","",110,null],[11,"fmt","","",111,null],[11,"clone","","",111,null],[11,"fmt","","",112,null],[11,"clone","","",112,null],[11,"new","","Create an empty set",112,{"inputs":[],"output":{"name":"pixeltargetset"}}],[11,"add_color","","Add a color view to the specified slot",112,null],[11,"add_depth_stencil","","Add a depth or stencil view to the specified slot",112,null],[0,"shade","gfx_core","Shader handling.",null,null],[3,"SamplerType","gfx_core::shade","A type of the sampler variable.",null,null],[12,"0","","",114,null],[12,"1","","",114,null],[3,"Usage","","Parameter usage flags.",null,null],[3,"AttributeVar","","Vertex information that a shader takes as input.",null,null],[12,"name","","Name of this attribute.",115,null],[12,"slot","","Slot of the vertex attribute.",115,null],[12,"base_type","","Type that this attribute is composed of.",115,null],[12,"container","",""Scalarness" of this attribute.",115,null],[3,"ConstVar","","A constant in the shader - a bit of data that doesn't vary",null,null],[12,"name","","Name of this constant.",116,null],[12,"location","","Location of this constant in the program.",116,null],[12,"count","","Number of elements this constant represents.",116,null],[12,"base_type","","Type that this constant is composed of",116,null],[12,"container","",""Scalarness" of this constant.",116,null],[3,"ConstantBufferVar","","A constant buffer.",null,null],[12,"name","","Name of this constant buffer.",117,null],[12,"slot","","Slot of the constant buffer.",117,null],[12,"size","","Size (in bytes) of this buffer's data.",117,null],[12,"usage","","What program stage this buffer is used in.",117,null],[3,"TextureVar","","Texture shader parameter.",null,null],[12,"name","","Name of this texture variable.",118,null],[12,"slot","","Slot of this texture variable.",118,null],[12,"base_type","","Base type for the texture.",118,null],[12,"ty","","Type of this texture.",118,null],[12,"usage","","What program stage this texture is used in.",118,null],[3,"UnorderedVar","","Unordered access shader parameter.",null,null],[12,"name","","Name of this unordered variable.",119,null],[12,"slot","","Slot of this unordered variable.",119,null],[12,"usage","","What program stage this UAV is used in.",119,null],[3,"SamplerVar","","Sampler shader parameter.",null,null],[12,"name","","Name of this sampler variable.",120,null],[12,"slot","","Slot of this sampler variable.",120,null],[12,"ty","","Type of this sampler.",120,null],[12,"usage","","What program stage this texture is used in.",120,null],[3,"OutputVar","","Target output variable.",null,null],[12,"name","","Name of this output variable.",121,null],[12,"slot","","Output color target index.",121,null],[12,"base_type","","Type of the output component.",121,null],[12,"container","",""Scalarness" of this output.",121,null],[3,"ProgramInfo","","Metadata about a program.",null,null],[12,"vertex_attributes","","Attributes in the program",122,null],[12,"globals","","Global constants in the program",122,null],[12,"constant_buffers","","Constant buffers in the program",122,null],[12,"textures","","Textures in the program",122,null],[12,"unordereds","","Unordered access resources in the program",122,null],[12,"samplers","","Samplers in the program",122,null],[12,"outputs","","Output targets in the program",122,null],[12,"knows_outputs","","A hacky flag to make sure the clients know we are\nunable to actually get the output variable info",122,null],[4,"IsArray","","Whether the sampler samples an array texture.",null,null],[13,"Array","","",123,null],[13,"NoArray","","",123,null],[4,"IsComparison","","Whether the sampler compares the depth value upon sampling.",null,null],[13,"Compare","","",124,null],[13,"NoCompare","","",124,null],[4,"IsMultiSample","","Whether the sampler samples a multisample texture.",null,null],[13,"MultiSample","","",125,null],[13,"NoMultiSample","","",125,null],[4,"IsRect","","Whether the sampler samples a rectangle texture.",null,null],[13,"Rect","","",126,null],[13,"NoRect","","",126,null],[4,"MatrixFormat","","Whether the matrix is column or row major.",null,null],[13,"ColumnMajor","","",127,null],[13,"RowMajor","","",127,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.",128,null],[13,"D1","","Sample from a 1D texture",128,null],[13,"D2","","Sample from a 2D texture",128,null],[13,"D3","","Sample from a 3D texture",128,null],[13,"Cube","","Sample from a cubemap.",128,null],[4,"BaseType","","Base type of this shader parameter.",null,null],[13,"I32","","",129,null],[13,"U32","","",129,null],[13,"F32","","",129,null],[13,"F64","","",129,null],[13,"Bool","","",129,null],[4,"ContainerType","","Number of components this parameter represents.",null,null],[13,"Single","","Scalar value",130,null],[13,"Vector","","A vector with `Dimension` components.",130,null],[13,"Matrix","","A matrix.",130,null],[4,"Stage","","Which program stage this shader represents.",null,null],[13,"Vertex","","",131,null],[13,"Geometry","","",131,null],[13,"Pixel","","",131,null],[4,"UniformValue","","A value that can be uploaded to the device as a uniform.",null,null],[13,"I32","","",132,null],[13,"F32","","",132,null],[13,"I32Vector2","","",132,null],[13,"I32Vector3","","",132,null],[13,"I32Vector4","","",132,null],[13,"F32Vector2","","",132,null],[13,"F32Vector3","","",132,null],[13,"F32Vector4","","",132,null],[13,"F32Matrix2","","",132,null],[13,"F32Matrix3","","",132,null],[13,"F32Matrix4","","",132,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)",133,null],[13,"ErrorBaseType","","Base types differ between the value and the var (trying to upload a f32 as a u16, etc)",133,null],[13,"ErrorContainer","","Container-ness differs between the value and the var (trying to upload a scalar as a vec4,\netc)",133,null],[4,"CreateShaderError","","An error type for creating shaders.",null,null],[13,"ModelNotSupported","","The device does not support the requested shader model.",134,null],[13,"StageNotSupported","","The device does not support the shader stage.",134,null],[13,"CompilationFailed","","The shader failed to compile.",134,null],[6,"Dimension","","Number of components in a container type (vectors/matrices)",null,null],[6,"Location","","Location of a parameter in the program.",null,null],[6,"ConstFormat","","Format of a shader constant.",null,null],[6,"CreateProgramError","","An error type for creating programs.",null,null],[17,"STAGES","","A constant static array of all shader stages.",null,null],[17,"VERTEX","","Used by the vertex shader",null,null],[17,"GEOMETRY","","Used by the geometry shader",null,null],[17,"PIXEL","","Used by the pixel shader",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","","",135,{"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.",136,{"inputs":[],"output":{"name":"constformat"}}],[11,"fmt","","",123,null],[11,"eq","","",123,null],[11,"clone","","",123,null],[11,"fmt","","",124,null],[11,"eq","","",124,null],[11,"clone","","",124,null],[11,"fmt","","",125,null],[11,"eq","","",125,null],[11,"clone","","",125,null],[11,"fmt","","",126,null],[11,"eq","","",126,null],[11,"clone","","",126,null],[11,"fmt","","",127,null],[11,"eq","","",127,null],[11,"clone","","",127,null],[11,"fmt","","",128,null],[11,"eq","","",128,null],[11,"ne","","",128,null],[11,"clone","","",128,null],[11,"can_sample","","Check if this texture can be used with a sampler.",128,null],[11,"fmt","","",114,null],[11,"eq","","",114,null],[11,"ne","","",114,null],[11,"clone","","",114,null],[11,"fmt","","",129,null],[11,"eq","","",129,null],[11,"clone","","",129,null],[11,"fmt","","",130,null],[11,"eq","","",130,null],[11,"ne","","",130,null],[11,"clone","","",130,null],[11,"eq","","",131,null],[11,"hash","","",131,null],[11,"fmt","","",131,null],[11,"clone","","",131,null],[11,"clone","","",132,null],[11,"fmt","","",132,null],[11,"hash","","",137,null],[11,"cmp","","",137,null],[11,"partial_cmp","","",137,null],[11,"lt","","",137,null],[11,"le","","",137,null],[11,"gt","","",137,null],[11,"ge","","",137,null],[11,"clone","","",137,null],[11,"eq","","",137,null],[11,"ne","","",137,null],[11,"fmt","","",137,null],[11,"empty","","Returns an empty set of flags.",137,{"inputs":[],"output":{"name":"usage"}}],[11,"all","","Returns the set containing all flags.",137,{"inputs":[],"output":{"name":"usage"}}],[11,"bits","","Returns the raw value of the flags currently stored.",137,null],[11,"from_bits","","Convert from underlying bit representation, unless that\nrepresentation contains bits that do not correspond to a flag.",137,{"inputs":[{"name":"u8"}],"output":{"name":"option"}}],[11,"from_bits_truncate","","Convert from underlying bit representation, dropping any bits\nthat do not correspond to flags.",137,{"inputs":[{"name":"u8"}],"output":{"name":"usage"}}],[11,"is_empty","","Returns `true` if no flags are currently stored.",137,null],[11,"is_all","","Returns `true` if all flags are currently set.",137,null],[11,"intersects","","Returns `true` if there are flags common to both `self` and `other`.",137,null],[11,"contains","","Returns `true` all of the flags in `other` are contained within `self`.",137,null],[11,"insert","","Inserts the specified flags in-place.",137,null],[11,"remove","","Removes the specified flags in-place.",137,null],[11,"toggle","","Toggles the specified flags in-place.",137,null],[11,"bitor","","Returns the union of the two sets of flags.",137,null],[11,"bitor_assign","","Adds the set of flags.",137,null],[11,"bitxor","","Returns the left flags, but with all the right flags toggled.",137,null],[11,"bitxor_assign","","Toggles the set of flags.",137,null],[11,"bitand","","Returns the intersection between the two sets of flags.",137,null],[11,"bitand_assign","","Disables all flags disabled in the set.",137,null],[11,"sub","","Returns the set difference of the two sets of flags.",137,null],[11,"sub_assign","","Disables all flags enabled in the set.",137,null],[11,"not","","Returns the complement of this set of flags.",137,null],[11,"from_iter","","",137,{"inputs":[{"name":"t"}],"output":{"name":"usage"}}],[11,"from","","",137,{"inputs":[{"name":"stage"}],"output":{"name":"usage"}}],[11,"fmt","","",115,null],[11,"eq","","",115,null],[11,"ne","","",115,null],[11,"clone","","",115,null],[11,"fmt","","",116,null],[11,"eq","","",116,null],[11,"ne","","",116,null],[11,"clone","","",116,null],[11,"fmt","","",117,null],[11,"eq","","",117,null],[11,"ne","","",117,null],[11,"clone","","",117,null],[11,"fmt","","",118,null],[11,"eq","","",118,null],[11,"ne","","",118,null],[11,"clone","","",118,null],[11,"fmt","","",119,null],[11,"eq","","",119,null],[11,"ne","","",119,null],[11,"clone","","",119,null],[11,"fmt","","",120,null],[11,"eq","","",120,null],[11,"ne","","",120,null],[11,"clone","","",120,null],[11,"fmt","","",121,null],[11,"eq","","",121,null],[11,"ne","","",121,null],[11,"clone","","",121,null],[11,"fmt","","",122,null],[11,"eq","","",122,null],[11,"ne","","",122,null],[11,"clone","","",122,null],[11,"fmt","","",133,null],[11,"clone","","",133,null],[11,"is_compatible","","Whether a value is compatible with this variable. That is, whether the value can be stored\nin this variable.",116,null],[11,"fmt","","",134,null],[11,"eq","","",134,null],[11,"ne","","",134,null],[11,"clone","","",134,null],[0,"tex","gfx_core","Texture creation and modification.",null,null],[6,"Layer","gfx_core::tex","",null,null],[6,"Level","","",null,null],[3,"ImageInfoCommon","","Describes a subvolume of a texture, which image data can be uploaded into.",null,null],[12,"xoffset","","",138,null],[12,"yoffset","","",138,null],[12,"zoffset","","",138,null],[12,"width","","",138,null],[12,"height","","",138,null],[12,"depth","","",138,null],[12,"format","","Format of each texel.",138,null],[12,"mipmap","","Which mipmap to select.",138,null],[3,"Lod","","A wrapper for the LOD level of a texture.",null,null],[3,"PackedColor","","A wrapper for the 8bpp RGBA color, encoded as u32.",null,null],[12,"0","","",139,null],[3,"SamplerInfo","","Specifies how to sample from a texture.",null,null],[12,"filter","","Filter method to use.",140,null],[12,"wrap_mode","","Wrapping mode for each of the U, V, and W axis (S, T, and R in OpenGL\nspeak).",140,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.",140,null],[12,"lod_range","","This range is used to clamp LOD level used for sampling.",140,null],[12,"comparison","","Comparison mode, used primary for a shadow map.",140,null],[12,"border","","Border color is used when one of the wrap modes is set to border.",140,null],[3,"Descriptor","","Texture storage descriptor.",null,null],[12,"kind","","",141,null],[12,"levels","","",141,null],[12,"format","","",141,null],[12,"bind","","",141,null],[12,"usage","","",141,null],[3,"ResourceDesc","","Texture resource view descriptor.",null,null],[12,"channel","","",142,null],[12,"min","","",142,null],[12,"max","","",142,null],[12,"swizzle","","",142,null],[3,"RenderDesc","","Texture render view descriptor.",null,null],[12,"channel","","",143,null],[12,"level","","",143,null],[12,"layer","","",143,null],[3,"DepthStencilFlags","","Depth-stencil read-only flags",null,null],[3,"DepthStencilDesc","","Texture depth-stencil view descriptor.",null,null],[12,"level","","",144,null],[12,"layer","","",144,null],[12,"flags","","",144,null],[4,"Error","","Pure texture object creation error.",null,null],[13,"Format","","Failed to map a given format to the device.",145,null],[13,"Kind","","The kind doesn't support a particular operation.",145,null],[13,"Samples","","Failed to map a given multisampled kind to the device.",145,null],[13,"Size","","Unsupported size in one of the dimensions.",145,null],[13,"Data","","The given data has a different size than the target texture slice.",145,null],[4,"AaMode","","Describes the configuration of samples inside each texel.",null,null],[13,"Single","","No additional sample information",146,null],[13,"Multi","","MultiSampled Anti-Aliasing (MSAA)",146,null],[13,"Coverage","","Coverage Sampling Anti-Aliasing (CSAA/EQAA)",146,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.",147,null],[13,"Mipmap","","Add simple mipmapping.",147,null],[13,"Bilinear","","Sample multiple texels within a single mipmap level to increase\nquality.",147,null],[13,"Trilinear","","Sample multiple texels across two mipmap levels to increase quality.",147,null],[13,"Anisotropic","","Anisotropic filtering with a given "max", must be between 1 and 16,\ninclusive.",147,null],[4,"CubeFace","","The face of a cube texture to do an operation on.",null,null],[13,"PosX","","",148,null],[13,"NegX","","",148,null],[13,"PosY","","",148,null],[13,"NegY","","",148,null],[13,"PosZ","","",148,null],[13,"NegZ","","",148,null],[4,"Kind","","Specifies the kind of a texture storage to be allocated.",null,null],[13,"D1","","A single row of texels.",149,null],[13,"D1Array","","An array of rows of texels. Equivalent to Texture2D except that texels\nin a different row are not sampled.",149,null],[13,"D2","","A traditional 2D texture, with rows arranged contiguously.",149,null],[13,"D2Array","","An array of 2D textures. Equivalent to Texture3D except that texels in\na different depth level are not sampled.",149,null],[13,"D3","","A volume texture, with each 2D layer arranged contiguously.",149,null],[13,"Cube","","A set of 6 2D textures, one for each face of a cube.",149,null],[13,"CubeArray","","An array of Cube textures.",149,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.",150,null],[13,"Mirror","","Mirror the texture. Like tile, but uses abs(coord) before the modulo.",150,null],[13,"Clamp","","Clamp the texture to the value at `0.0` or `1.0` respectively.",150,null],[13,"Border","","Use border color.",150,null],[6,"Size","","Dimension size",null,null],[6,"Bits","","Number of bits per component",null,null],[6,"NumSamples","","Number of MSAA samples",null,null],[6,"NumFragments","","Number of EQAA fragments",null,null],[6,"Dimensions","","Dimensions: width, height, depth, and samples.",null,null],[6,"RawImageInfo","","New raw image info based on the universal format spec.",null,null],[6,"NewImageInfo","","New image info based on the universal format spec.\nThe format is suppsed to come from compile-time information\nas opposed to run-time enum values.",null,null],[17,"CUBE_FACES","","A constant array of cube faces in the order they map to the hardware.",null,null],[17,"RO_DEPTH","","Depth is read-only in the view.",null,null],[17,"RO_STENCIL","","Stencil is read-only in the view.",null,null],[17,"RO_DEPTH_STENCIL","","Both depth and stencil are read-only.",null,null],[11,"eq","","",145,null],[11,"ne","","",145,null],[11,"fmt","","",145,null],[11,"clone","","",145,null],[11,"fmt","","",146,null],[11,"clone","","",146,null],[11,"hash","","",146,null],[11,"partial_cmp","","",146,null],[11,"lt","","",146,null],[11,"le","","",146,null],[11,"gt","","",146,null],[11,"ge","","",146,null],[11,"eq","","",146,null],[11,"ne","","",146,null],[11,"cmp","","",146,null],[11,"from","","",146,{"inputs":[{"name":"numsamples"}],"output":{"name":"aamode"}}],[11,"get_num_fragments","","Return the number of actual data fragments stored per texel.",146,null],[11,"needs_resolve","","Return true if the surface has to be resolved before 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