Struct luminance::shader::program::Program
[−]
[src]
pub struct Program<In, Out, Uni> { /* fields omitted */ }
A typed shader program.
Typed shader programs represent their inputs, outputs and environment (uniforms) directly in their types. This is very interesting as it adds more static safety and enables such programs to “store” information like uniform variables and such.
Methods
impl<In, Out, Uni> Program<In, Out, Uni> where
In: Vertex,
Uni: UniformInterface,
[src]
In: Vertex,
Uni: UniformInterface,
fn new<'a, T, G>(
tess: T,
vertex: &Stage,
geometry: G,
fragment: &Stage
) -> Result<(Self, Vec<UniformWarning>)> where
T: Into<Option<(&'a Stage, &'a Stage)>>,
G: Into<Option<&'a Stage>>,
tess: T,
vertex: &Stage,
geometry: G,
fragment: &Stage
) -> Result<(Self, Vec<UniformWarning>)> where
T: Into<Option<(&'a Stage, &'a Stage)>>,
G: Into<Option<&'a Stage>>,
unsafe fn uniform_interface(&self) -> &Uni
Get the uniform interface associated with this program.
Note: please do not use that function as it’s unsafe and for internal use only.
Methods from Deref<Target = RawProgram>
unsafe fn handle(&self) -> GLuint
Trait Implementations
impl<In, Out, Uni> Deref for Program<In, Out, Uni>
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type Target = RawProgram
The resulting type after dereferencing
fn deref(&self) -> &Self::Target
The method called to dereference a value