Struct gfx_window_sdl::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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impl Factory<Resources> for Factory
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fn get_capabilities(&self) -> &Capabilities
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fn create_buffer_raw(
&mut self,
info: Info
) -> Result<RawBuffer<Resources>, CreationError>
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&mut self,
info: Info
) -> Result<RawBuffer<Resources>, CreationError>
fn create_buffer_immutable_raw(
&mut self,
data: &[u8],
stride: usize,
role: Role,
bind: Bind
) -> Result<RawBuffer<Resources>, CreationError>
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&mut self,
data: &[u8],
stride: usize,
role: Role,
bind: Bind
) -> Result<RawBuffer<Resources>, CreationError>
fn create_shader(
&mut self,
stage: Stage,
code: &[u8]
) -> Result<Shader<Resources>, CreateShaderError>
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&mut self,
stage: Stage,
code: &[u8]
) -> Result<Shader<Resources>, CreateShaderError>
fn create_program(
&mut self,
shader_set: &ShaderSet<Resources>
) -> Result<Program<Resources>, CreateProgramError>
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&mut self,
shader_set: &ShaderSet<Resources>
) -> Result<Program<Resources>, CreateProgramError>
fn create_pipeline_state_raw(
&mut self,
program: &Program<Resources>,
desc: &Descriptor
) -> Result<RawPipelineState<Resources>, CreationError>
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&mut self,
program: &Program<Resources>,
desc: &Descriptor
) -> Result<RawPipelineState<Resources>, CreationError>
fn create_texture_raw(
&mut self,
desc: Info,
hint: Option<ChannelType>,
data_opt: Option<(&[&[u8]], Mipmap)>
) -> Result<RawTexture<Resources>, CreationError>
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&mut self,
desc: Info,
hint: Option<ChannelType>,
data_opt: Option<(&[&[u8]], Mipmap)>
) -> Result<RawTexture<Resources>, CreationError>
fn view_buffer_as_shader_resource_raw(
&mut self,
hbuf: &RawBuffer<Resources>,
format: Format
) -> Result<RawShaderResourceView<Resources>, ResourceViewError>
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&mut self,
hbuf: &RawBuffer<Resources>,
format: Format
) -> Result<RawShaderResourceView<Resources>, ResourceViewError>
fn view_buffer_as_unordered_access_raw(
&mut self,
_hbuf: &RawBuffer<Resources>
) -> Result<RawUnorderedAccessView<Resources>, ResourceViewError>
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&mut self,
_hbuf: &RawBuffer<Resources>
) -> Result<RawUnorderedAccessView<Resources>, ResourceViewError>
fn view_texture_as_shader_resource_raw(
&mut self,
htex: &RawTexture<Resources>,
_desc: ResourceDesc
) -> Result<RawShaderResourceView<Resources>, ResourceViewError>
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&mut self,
htex: &RawTexture<Resources>,
_desc: ResourceDesc
) -> Result<RawShaderResourceView<Resources>, ResourceViewError>
fn view_texture_as_unordered_access_raw(
&mut self,
_htex: &RawTexture<Resources>
) -> Result<RawUnorderedAccessView<Resources>, ResourceViewError>
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&mut self,
_htex: &RawTexture<Resources>
) -> Result<RawUnorderedAccessView<Resources>, ResourceViewError>
fn view_texture_as_render_target_raw(
&mut self,
htex: &RawTexture<Resources>,
desc: RenderDesc
) -> Result<RawRenderTargetView<Resources>, TargetViewError>
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&mut self,
htex: &RawTexture<Resources>,
desc: RenderDesc
) -> Result<RawRenderTargetView<Resources>, TargetViewError>
fn view_texture_as_depth_stencil_raw(
&mut self,
htex: &RawTexture<Resources>,
desc: DepthStencilDesc
) -> Result<RawDepthStencilView<Resources>, TargetViewError>
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&mut self,
htex: &RawTexture<Resources>,
desc: DepthStencilDesc
) -> Result<RawDepthStencilView<Resources>, TargetViewError>
fn create_sampler(&mut self, info: SamplerInfo) -> Sampler<Resources>
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fn read_mapping<T>(
&'a mut self,
buf: &'b Buffer<Resources, T>
) -> Result<Reader<'b, Resources, T>, Error> where
T: Copy,
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&'a mut self,
buf: &'b Buffer<Resources, T>
) -> Result<Reader<'b, Resources, T>, Error> where
T: Copy,
fn write_mapping<T>(
&'a mut self,
buf: &'b Buffer<Resources, T>
) -> Result<Writer<'b, Resources, T>, Error> where
T: Copy,
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&'a mut self,
buf: &'b Buffer<Resources, T>
) -> Result<Writer<'b, Resources, T>, Error> where
T: Copy,