Struct gfx_device_gl::Factory
source · pub struct Factory { /* private fields */ }
Expand description
GL resource factory.
Implementations
sourceimpl Factory
impl Factory
pub fn create_command_buffer(&mut self) -> CommandBuffer
Trait Implementations
sourceimpl Factory<Resources> for Factory
impl Factory<Resources> for Factory
sourcefn get_capabilities(&self) -> &Capabilities
fn get_capabilities(&self) -> &Capabilities
Returns the capabilities of this
Factory
. This usually depends on the graphics API being
used. Read morefn create_buffer_raw(
&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>
sourcefn create_shader(
&mut self,
stage: Stage,
code: &[u8]
) -> Result<Shader<R>, CreateShaderError>
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 moresourcefn create_program(
&mut self,
shader_set: &ShaderSet<R>
) -> Result<Program<R>, CreateProgramError>
fn create_program(
&mut self,
shader_set: &ShaderSet<R>
) -> Result<Program<R>, CreateProgramError>
Creates a new shader
Program
for the supplied ShaderSet
.sourcefn create_pipeline_state_raw(
&mut self,
program: &Program<R>,
desc: &Descriptor
) -> Result<RawPipelineState<R>, CreationError>
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 moresourcefn create_texture_raw(
&mut self,
desc: Info,
hint: Option<ChannelType>,
data_opt: Option<(&[&[u8]], Mipmap)>
) -> Result<RawTexture<R>, CreationError>
fn create_texture_raw(
&mut self,
desc: Info,
hint: Option<ChannelType>,
data_opt: Option<(&[&[u8]], Mipmap)>
) -> 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>,
format: Format
) -> 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>
sourcefn read_mapping<'a, 'b, T>(
&'a mut self,
buf: &'b Buffer<R, T>
) -> Result<Reader<'b, R, T>, Error>where
T: Copy,
fn read_mapping<'a, 'b, T>(
&'a mut self,
buf: &'b Buffer<R, T>
) -> Result<Reader<'b, R, T>, Error>where
T: Copy,
Acquire a mapping Reader Read more
sourcefn write_mapping<'a, 'b, T>(
&'a mut self,
buf: &'b Buffer<R, T>
) -> Result<Writer<'b, R, T>, Error>where
T: Copy,
fn write_mapping<'a, 'b, T>(
&'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,
fn create_buffer<T>(
&mut self,
num: usize,
role: Role,
usage: Usage,
bind: Bind
) -> Result<Buffer<R, T>, CreationError>
sourcefn create_shader_vertex(
&mut self,
code: &[u8]
) -> Result<VertexShader<R>, CreateShaderError>
fn create_shader_vertex(
&mut self,
code: &[u8]
) -> Result<VertexShader<R>, CreateShaderError>
Compiles a
VertexShader
from source.sourcefn create_shader_hull(
&mut self,
code: &[u8]
) -> Result<HullShader<R>, CreateShaderError>
fn create_shader_hull(
&mut self,
code: &[u8]
) -> Result<HullShader<R>, CreateShaderError>
Compiles a
HullShader
from source.sourcefn create_shader_domain(
&mut self,
code: &[u8]
) -> Result<DomainShader<R>, CreateShaderError>
fn create_shader_domain(
&mut self,
code: &[u8]
) -> Result<DomainShader<R>, CreateShaderError>
Compiles a
VertexShader
from source.sourcefn create_shader_geometry(
&mut self,
code: &[u8]
) -> Result<GeometryShader<R>, CreateShaderError>
fn create_shader_geometry(
&mut self,
code: &[u8]
) -> Result<GeometryShader<R>, CreateShaderError>
Compiles a
GeometryShader
from source.sourcefn create_shader_pixel(
&mut self,
code: &[u8]
) -> Result<PixelShader<R>, CreateShaderError>
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 morefn 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,
fn view_buffer_as_shader_resource<T>(
&mut self,
buf: &Buffer<R, T>
) -> Result<ShaderResourceView<R, T>, ResourceViewError>where
T: Formatted,
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 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,
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,
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,
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,
fn create_texture_immutable_u8<T>(
&mut self,
kind: Kind,
mipmap: Mipmap,
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,
mipmap: Mipmap,
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: RenderFormat + TextureFormat,
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,
fn create_depth_stencil_view_only<T>(
&mut self,
width: u16,
height: u16
) -> Result<DepthStencilView<R, T>, CombinedError>where
T: DepthFormat + TextureFormat,
Auto Trait Implementations
impl !RefUnwindSafe for Factory
impl !Send for Factory
impl !Sync for Factory
impl Unpin for Factory
impl !UnwindSafe for Factory
Blanket Implementations
sourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more