Struct gfx_device_gl::Factory [] [src]

pub struct Factory {
    // some fields omitted
}

GL resource factory.

Methods

impl Factory
[src]

fn new(share: Rc<Share>) -> Factory

Create a new Factory.

fn create_command_buffer(&mut self) -> CommandBuffer

Trait Implementations

impl Clone for Factory
[src]

fn clone(&self) -> Factory

Returns a copy of the value. Read more

fn clone_from(&mut self, source: &Self)
1.0.0

Performs copy-assignment from source. Read more

impl Factory<R> for Factory
[src]

type Mapper = RawMapping

Associated mapper type

fn get_capabilities(&self) -> &Capabilities

Returns the capabilities of this Factory. This usually depends on the graphics API being used. Read more

fn create_buffer_raw(&mut self, info: BufferInfo) -> Result<RawBuffer<R>, BufferError>

fn create_buffer_const_raw(&mut self, data: &[u8], stride: usize, role: BufferRole, bind: Bind) -> Result<RawBuffer<R>, BufferError>

fn create_shader(&mut self, stage: Stage, code: &[u8]) -> Result<Shader<R>, CreateShaderError>

Compiles a shader source into a Shader object that can be used to create a shader Program. Read more

fn create_program(&mut self, shader_set: &ShaderSet<R>) -> Result<Program<R>, CreateProgramError>

Creates a new shader Program for the supplied ShaderSet.

fn create_pipeline_state_raw(&mut self, program: &Program<R>, desc: &Descriptor) -> Result<RawPipelineState<R>, CreationError>

Creates a new RawPipelineState. To create a safely typed PipelineState, see the FactoryExt trait and pso module, both in the gfx crate. Read more

fn create_texture_raw(&mut self, desc: Descriptor, hint: Option<ChannelType>, data_opt: Option<&[&[u8]]>) -> Result<RawTexture<R>, Error>

Create a new empty raw texture with no data. The channel type parameter is a hint, required to assist backends that have no concept of typeless formats (OpenGL). The initial data, if given, has to be provided for all mip levels and slices: Slice0.Mip0, Slice0.Mip1, ..., Slice1.Mip0, ... Read more

fn view_buffer_as_shader_resource_raw(&mut self, hbuf: &RawBuffer<R>) -> Result<RawShaderResourceView<R>, ResourceViewError>

fn view_buffer_as_unordered_access_raw(&mut self, _hbuf: &RawBuffer<R>) -> Result<RawUnorderedAccessView<R>, ResourceViewError>

fn view_texture_as_shader_resource_raw(&mut self, htex: &RawTexture<R>, _desc: ResourceDesc) -> Result<RawShaderResourceView<R>, ResourceViewError>

fn view_texture_as_unordered_access_raw(&mut self, _htex: &RawTexture<R>) -> Result<RawUnorderedAccessView<R>, ResourceViewError>

fn view_texture_as_render_target_raw(&mut self, htex: &RawTexture<R>, desc: RenderDesc) -> Result<RawRenderTargetView<R>, TargetViewError>

fn view_texture_as_depth_stencil_raw(&mut self, htex: &RawTexture<R>, desc: DepthStencilDesc) -> Result<RawDepthStencilView<R>, TargetViewError>

fn create_sampler(&mut self, info: SamplerInfo) -> Sampler<R>

fn map_buffer_raw(&mut self, buf: &RawBuffer<R>, access: MapAccess) -> RawMapping

fn unmap_buffer_raw(&mut self, map: RawMapping)

fn map_buffer_readable<T: Copy>(&mut self, buf: &Buffer<R, T>) -> Readable<T, RFactory>

fn map_buffer_writable<T: Copy>(&mut self, buf: &Buffer<R, T>) -> Writable<T, RFactory>

fn map_buffer_rw<T: Copy>(&mut self, buf: &Buffer<R, T>) -> RW<T, RFactory>

fn create_buffer_const<T>(&mut self, data: &[T], role: BufferRole, bind: Bind) -> Result<Buffer<R, T>, BufferError> where T: Copy

fn create_buffer_dynamic<T>(&mut self, num: usize, role: BufferRole, bind: Bind) -> Result<Buffer<R, T>, BufferError>

fn create_buffer_staging<T>(&mut self, num: usize, role: BufferRole, bind: Bind, map: MapAccess) -> Result<Buffer<R, T>, BufferError>

fn create_shader_vertex(&mut self, code: &[u8]) -> Result<VertexShader<R>, CreateShaderError>

Compiles a VertexShader from source.

fn create_shader_geometry(&mut self, code: &[u8]) -> Result<GeometryShader<R>, CreateShaderError>

Compiles a GeometryShader from source.

fn create_shader_pixel(&mut self, code: &[u8]) -> Result<PixelShader<R>, CreateShaderError>

Compiles a PixelShader from source. This is the same as what some APIs call a fragment shader. Read more

fn create_texture<S>(&mut self, kind: Kind, levels: u8, bind: Bind, usage: Usage, channel_hint: Option<ChannelType>) -> Result<Texture<R, S>, Error> where S: SurfaceTyped

fn view_buffer_as_shader_resource<T>(&mut self, buf: &Buffer<R, T>) -> Result<ShaderResourceView<R, T>, ResourceViewError>

fn view_buffer_as_unordered_access<T>(&mut self, buf: &Buffer<R, T>) -> Result<UnorderedAccessView<R, T>, ResourceViewError>

fn view_texture_as_shader_resource<T>(&mut self, tex: &Texture<R, T::Surface>, levels: (u8, u8), swizzle: Swizzle) -> Result<ShaderResourceView<R, T::View>, ResourceViewError> where T: TextureFormat

fn view_texture_as_unordered_access<T>(&mut self, tex: &Texture<R, T::Surface>) -> Result<UnorderedAccessView<R, T::View>, ResourceViewError> where T: TextureFormat

fn view_texture_as_render_target<T>(&mut self, tex: &Texture<R, T::Surface>, level: u8, layer: Option<u16>) -> Result<RenderTargetView<R, T>, TargetViewError> where T: RenderFormat

fn view_texture_as_depth_stencil<T>(&mut self, tex: &Texture<R, T::Surface>, level: u8, layer: Option<u16>, flags: DepthStencilFlags) -> Result<DepthStencilView<R, T>, TargetViewError> where T: DepthFormat

fn view_texture_as_depth_stencil_trivial<T>(&mut self, tex: &Texture<R, T::Surface>) -> Result<DepthStencilView<R, T>, TargetViewError> where T: DepthFormat

fn create_texture_const_u8<T>(&mut self, kind: Kind, data: &[&[u8]]) -> Result<(Texture<R, T::Surface>, ShaderResourceView<R, T::View>), CombinedError> where T: TextureFormat

fn create_texture_const<T>(&mut self, kind: Kind, data: &[&[T::Surface::DataType]]) -> Result<(Texture<R, T::Surface>, ShaderResourceView<R, T::View>), CombinedError> where T: TextureFormat

fn create_render_target<T>(&mut self, width: u16, height: u16) -> Result<(Texture<R, T::Surface>, ShaderResourceView<R, T::View>, RenderTargetView<R, T>), CombinedError> where T: TextureFormat + RenderFormat

fn create_depth_stencil<T>(&mut self, width: u16, height: u16) -> Result<(Texture<R, T::Surface>, ShaderResourceView<R, T::View>, DepthStencilView<R, T>), CombinedError> where T: DepthFormat + TextureFormat

fn create_depth_stencil_view_only<T>(&mut self, width: u16, height: u16) -> Result<DepthStencilView<R, T>, CombinedError> where T: DepthFormat + TextureFormat