Struct gfx_device_gl::command::CommandBuffer [] [src]

pub struct CommandBuffer {
    pub buf: Vec<Command>,
    // some fields omitted
}

Fields

buf: Vec<Command>

Methods

impl CommandBuffer
[src]

Trait Implementations

impl CommandBuffer<Resources> for CommandBuffer
[src]

fn clone_empty(&self) -> CommandBuffer

Clone as an empty buffer

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: ConstantBufferSet<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: ResourceViewSet<Resources>)

Bind a complete set of shader resource views

fn bind_unordered_views(&mut self, uavs: UnorderedViewSet<Resources>)

Bind a complete set of unordered access views

fn bind_samplers(&mut self, ss: SamplerSet<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)

Bind an index buffer

fn set_scissor(&mut self, rect: Option<Rect>)

Set scissor test

fn set_ref_values(&mut self, rv: RefValues)

Set reference values for the blending and stencil front/back

fn update_buffer(&mut self, buf: Buffer, data: DataPointer, offset_bytes: usize)

Update a vertex/index/uniform buffer

fn update_texture(&mut self, ntex: NewTexture, kind: Kind, face: Option<CubeFace>, data: DataPointer, img: RawImageInfo)

Update a texture

fn clear(&mut self, set: ClearSet)

Clear render targets

fn call_draw(&mut self, start: VertexCount, count: VertexCount, instances: InstanceOption)

Draw a primitive

fn call_draw_indexed(&mut self, itype: IndexType, start: VertexCount, count: VertexCount, base: VertexCount, instances: InstanceOption)

Draw a primitive with index buffer