Struct gfx_device_gl::Factory
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pub struct Factory { /* fields omitted */ }
GL resource factory.
Methods
impl Factory
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fn new(share: Rc<Share>) -> Factory
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Create a new Factory
.
fn create_command_buffer(&mut self) -> CommandBuffer
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Trait Implementations
impl Clone for Factory
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fn clone(&self) -> Factory
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Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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Performs copy-assignment from source
. Read more
impl Factory<R> for Factory
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fn get_capabilities(&self) -> &Capabilities
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Returns the capabilities of this Factory
. This usually depends on the graphics API being used. Read more
fn create_buffer_raw(
&mut self,
info: Info
) -> Result<RawBuffer<R>, CreationError>
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&mut self,
info: Info
) -> Result<RawBuffer<R>, CreationError>
fn create_buffer_immutable_raw(
&mut self,
data: &[u8],
stride: usize,
role: Role,
bind: Bind
) -> Result<RawBuffer<R>, CreationError>
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&mut self,
data: &[u8],
stride: usize,
role: Role,
bind: Bind
) -> Result<RawBuffer<R>, CreationError>
fn create_shader(
&mut self,
stage: Stage,
code: &[u8]
) -> Result<Shader<R>, CreateShaderError>
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&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>
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&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>
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&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: Info,
hint: Option<ChannelType>,
data_opt: Option<&[&[u8]]>
) -> Result<RawTexture<R>, CreationError>
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&mut self,
desc: Info,
hint: Option<ChannelType>,
data_opt: Option<&[&[u8]]>
) -> Result<RawTexture<R>, CreationError>
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>
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&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>
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&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>
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&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>
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&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>
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&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>
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&mut self,
htex: &RawTexture<R>,
desc: DepthStencilDesc
) -> Result<RawDepthStencilView<R>, TargetViewError>
fn create_sampler(&mut self, info: SamplerInfo) -> Sampler<R>
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fn read_mapping<'a, 'b, T>(
&'a mut self,
buf: &'b Buffer<R, T>
) -> Result<Reader<'b, R, T>, Error> where
T: Copy,
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&'a mut self,
buf: &'b Buffer<R, T>
) -> Result<Reader<'b, R, T>, Error> where
T: Copy,
Acquire a mapping Reader Read more
fn write_mapping<'a, 'b, T>(
&'a mut self,
buf: &'b Buffer<R, T>
) -> Result<Writer<'b, R, T>, Error> where
T: Copy,
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&'a mut self,
buf: &'b Buffer<R, T>
) -> Result<Writer<'b, R, T>, Error> where
T: Copy,
Acquire a mapping Writer Read more
fn create_buffer_immutable<T>(
&mut self,
data: &[T],
role: Role,
bind: Bind
) -> Result<Buffer<R, T>, CreationError> where
T: Pod,
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&mut self,
data: &[T],
role: Role,
bind: Bind
) -> Result<Buffer<R, T>, CreationError> where
T: Pod,
fn create_buffer<T>(
&mut self,
num: usize,
role: Role,
usage: Usage,
bind: Bind
) -> Result<Buffer<R, T>, CreationError>
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&mut self,
num: usize,
role: Role,
usage: Usage,
bind: Bind
) -> Result<Buffer<R, T>, CreationError>
fn create_shader_vertex(
&mut self,
code: &[u8]
) -> Result<VertexShader<R>, CreateShaderError>
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&mut self,
code: &[u8]
) -> Result<VertexShader<R>, CreateShaderError>
Compiles a VertexShader
from source.
fn create_shader_hull(
&mut self,
code: &[u8]
) -> Result<HullShader<R>, CreateShaderError>
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&mut self,
code: &[u8]
) -> Result<HullShader<R>, CreateShaderError>
Compiles a HullShader
from source.
fn create_shader_domain(
&mut self,
code: &[u8]
) -> Result<DomainShader<R>, CreateShaderError>
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&mut self,
code: &[u8]
) -> Result<DomainShader<R>, CreateShaderError>
Compiles a VertexShader
from source.
fn create_shader_geometry(
&mut self,
code: &[u8]
) -> Result<GeometryShader<R>, CreateShaderError>
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&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>
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&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>, CreationError> where
S: SurfaceTyped,
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&mut self,
kind: Kind,
levels: u8,
bind: Bind,
usage: Usage,
channel_hint: Option<ChannelType>
) -> Result<Texture<R, S>, CreationError> where
S: SurfaceTyped,
fn view_buffer_as_shader_resource<T>(
&mut self,
buf: &Buffer<R, T>
) -> Result<ShaderResourceView<R, T>, ResourceViewError>
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&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>
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&mut self,
buf: &Buffer<R, T>
) -> Result<UnorderedAccessView<R, T>, ResourceViewError>
fn view_texture_as_shader_resource<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>,
levels: (u8, u8),
swizzle: Swizzle
) -> Result<ShaderResourceView<R, <T as Formatted>::View>, ResourceViewError> where
T: TextureFormat,
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&mut self,
tex: &Texture<R, <T as Formatted>::Surface>,
levels: (u8, u8),
swizzle: Swizzle
) -> Result<ShaderResourceView<R, <T as Formatted>::View>, ResourceViewError> where
T: TextureFormat,
fn view_texture_as_unordered_access<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>
) -> Result<UnorderedAccessView<R, <T as Formatted>::View>, ResourceViewError> where
T: TextureFormat,
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&mut self,
tex: &Texture<R, <T as Formatted>::Surface>
) -> Result<UnorderedAccessView<R, <T as Formatted>::View>, ResourceViewError> where
T: TextureFormat,
fn view_texture_as_render_target<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>,
level: u8,
layer: Option<u16>
) -> Result<RenderTargetView<R, T>, TargetViewError> where
T: RenderFormat,
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&mut self,
tex: &Texture<R, <T as Formatted>::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 as Formatted>::Surface>,
level: u8,
layer: Option<u16>,
flags: DepthStencilFlags
) -> Result<DepthStencilView<R, T>, TargetViewError> where
T: DepthFormat,
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&mut self,
tex: &Texture<R, <T as Formatted>::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 as Formatted>::Surface>
) -> Result<DepthStencilView<R, T>, TargetViewError> where
T: DepthFormat,
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&mut self,
tex: &Texture<R, <T as Formatted>::Surface>
) -> Result<DepthStencilView<R, T>, TargetViewError> where
T: DepthFormat,
fn create_texture_immutable_u8<T>(
&mut self,
kind: Kind,
data: &[&[u8]]
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>), CombinedError> where
T: TextureFormat,
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&mut self,
kind: Kind,
data: &[&[u8]]
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>), CombinedError> where
T: TextureFormat,
fn create_texture_immutable<T>(
&mut self,
kind: Kind,
data: &[&[<<T as Formatted>::Surface as SurfaceTyped>::DataType]]
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>), CombinedError> where
T: TextureFormat,
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&mut self,
kind: Kind,
data: &[&[<<T as Formatted>::Surface as SurfaceTyped>::DataType]]
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>), CombinedError> where
T: TextureFormat,
fn create_render_target<T>(
&mut self,
width: u16,
height: u16
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>, RenderTargetView<R, T>), CombinedError> where
T: TextureFormat + RenderFormat,
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&mut self,
width: u16,
height: u16
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>, RenderTargetView<R, T>), CombinedError> where
T: TextureFormat + RenderFormat,
fn create_depth_stencil<T>(
&mut self,
width: u16,
height: u16
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>, DepthStencilView<R, T>), CombinedError> where
T: DepthFormat + TextureFormat,
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&mut self,
width: u16,
height: u16
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::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,
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&mut self,
width: u16,
height: u16
) -> Result<DepthStencilView<R, T>, CombinedError> where
T: DepthFormat + TextureFormat,