Struct gfx_device_gl::CommandBuffer
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[src]
pub struct CommandBuffer { pub buf: Vec<Command>, pub data: DataBuffer, // some fields omitted }
Fields
buf: Vec<Command>
data: DataBuffer
Methods
impl CommandBuffer
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fn new(fbo: FrameBuffer) -> CommandBuffer
Trait Implementations
impl Buffer<Resources> for CommandBuffer
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fn reset(&mut self)
Reset the command buffer contents, retain the allocated storage
fn bind_pipeline_state(&mut self, pso: PipelineState)
Bind a pipeline state object
fn bind_vertex_buffers(&mut self, vbs: VertexBufferSet<Resources>)
Bind a complete set of vertex buffers
fn bind_constant_buffers(&mut self, cbs: &[ConstantBufferParam<Resources>])
Bind a complete set of constant buffers
fn bind_global_constant(&mut self, loc: Location, value: UniformValue)
Bind a global constant
fn bind_resource_views(&mut self, srvs: &[ResourceViewParam<Resources>])
Bind a complete set of shader resource views
fn bind_unordered_views(&mut self, uavs: &[UnorderedViewParam<Resources>])
Bind a complete set of unordered access views
fn bind_samplers(&mut self, ss: &[SamplerParam<Resources>])
Bind a complete set of samplers
fn bind_pixel_targets(&mut self, pts: PixelTargetSet<Resources>)
Bind a complete set of pixel targets, including multiple colors views and an optional depth/stencil view. Read more
fn bind_index(&mut self, buf: Buffer, itype: IndexType)
Bind an index buffer
fn set_scissor(&mut self, rect: Rect)
Set scissor rectangle
fn set_ref_values(&mut self, rv: RefValues)
Set reference values for the blending and stencil front/back
fn copy_buffer(
&mut self,
src: Buffer,
dst: Buffer,
src_offset_bytes: usize,
dst_offset_bytes: usize,
size_bytes: usize
)
&mut self,
src: Buffer,
dst: Buffer,
src_offset_bytes: usize,
dst_offset_bytes: usize,
size_bytes: usize
)
Copy part of a buffer to another
fn update_buffer(&mut self, buf: Buffer, data: &[u8], offset_bytes: usize)
Update a vertex/index/uniform buffer
fn update_texture(
&mut self,
ntex: NewTexture,
kind: Kind,
face: Option<CubeFace>,
data: &[u8],
img: RawImageInfo
)
&mut self,
ntex: NewTexture,
kind: Kind,
face: Option<CubeFace>,
data: &[u8],
img: RawImageInfo
)
Update a texture
fn generate_mipmap(&mut self, srv: ResourceView)
fn clear_color(&mut self, target: TargetView, value: ClearColor)
Clear color target
fn clear_depth_stencil(
&mut self,
target: TargetView,
depth: Option<Depth>,
stencil: Option<Stencil>
)
&mut self,
target: TargetView,
depth: Option<Depth>,
stencil: Option<Stencil>
)
fn call_draw(
&mut self,
start: VertexCount,
count: VertexCount,
instances: Option<InstanceParams>
)
&mut self,
start: VertexCount,
count: VertexCount,
instances: Option<InstanceParams>
)
Draw a primitive
fn call_draw_indexed(
&mut self,
start: VertexCount,
count: VertexCount,
base: VertexCount,
instances: Option<InstanceParams>
)
&mut self,
start: VertexCount,
count: VertexCount,
base: VertexCount,
instances: Option<InstanceParams>
)
Draw a primitive with index buffer