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_program_raw(&mut self, shader_set: &ShaderSet<R>) -> Result<(GLuint, ProgramInfo), CreateProgramError>

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 CommandBuffer = CommandBuffer

Associated command buffer type

type Mapper = RawMapping

Associated mapper type

fn get_capabilities(&self) -> &Capabilities

Returns the capabilities available to the specific API implementation

fn create_command_buffer(&mut self) -> CommandBuffer

fn create_buffer_raw(&mut self, size: usize, role: BufferRole, usage: BufferUsage) -> RawBuffer<R>

fn create_buffer_static_raw(&mut self, data: &[u8], role: BufferRole) -> RawBuffer<R>

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

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

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

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

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: ViewDesc) -> 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>, level: Level, layer: Option<Layer>) -> Result<RawRenderTargetView<R>, TargetViewError>

fn view_texture_as_depth_stencil_raw(&mut self, htex: &RawTexture<R>, layer: Option<Layer>) -> Result<RawDepthStencilView<R>, TargetViewError>

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

fn update_buffer_raw(&mut self, buffer: &RawBuffer<R>, data: &[u8], offset_bytes: usize) -> Result<(), BufferUpdateError>

Update the information stored in a specific buffer

fn update_texture_raw(&mut self, texture: &RawTexture<R>, image: &RawImageInfo, data: &[u8], face: Option<CubeFace>) -> Result<(), Error>

fn generate_mipmap_raw(&mut self, texture: &RawTexture<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_static<T>(&mut self, data: &[T], role: BufferRole) -> Buffer<R, T> where T: Copy

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

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

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

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

fn update_buffer<T>(&mut self, buf: &Buffer<R, T>, data: &[T], offset_elements: usize) -> Result<(), BufferUpdateError> where T: Copy

fn update_texture<T>(&mut self, tex: &Texture<R, T::Surface>, image: &ImageInfoCommon<()>, data: &[T::Surface::DataType], face: Option<CubeFace>) -> Result<(), Error> where T: Formatted

fn create_texture_with_data(&mut self, desc: Descriptor, channel: ChannelType, data: &[u8]) -> Result<RawTexture<R>, Error>

fn create_texture<S>(&mut self, kind: Kind, levels: u8, bind: Bind, 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>, layer: Option<u16>) -> Result<DepthStencilView<R, T>, TargetViewError> where T: DepthFormat

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

fn create_render_target<T>(&mut self, width: u16, height: u16, allocate_mipmap: bool) -> 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