Struct gfx_graphics::TextureContext
source · pub struct TextureContext<F, R, C>where
F: Factory<R>,
R: Resources,
C: Buffer<R>,{
pub factory: F,
pub encoder: Encoder<R, C>,
}
Expand description
Context required to create and update textures.
Fields§
§factory: F
A factory to create textures.
encoder: Encoder<R, C>
An encoder to update textures.
Trait Implementations§
source§impl<F, R, C> CreateTexture<TextureContext<F, R, C>> for Texture<R>where
F: Factory<R>,
R: Resources,
C: Buffer<R>,
impl<F, R, C> CreateTexture<TextureContext<F, R, C>> for Texture<R>where F: Factory<R>, R: Resources, C: Buffer<R>,
source§impl<F, R, C> UpdateTexture<TextureContext<F, R, C>> for Texture<R>where
F: Factory<R>,
R: Resources,
C: Buffer<R>,
impl<F, R, C> UpdateTexture<TextureContext<F, R, C>> for Texture<R>where F: Factory<R>, R: Resources, C: Buffer<R>,
Auto Trait Implementations§
impl<F, R, C> !RefUnwindSafe for TextureContext<F, R, C>
impl<F, R, C> Send for TextureContext<F, R, C>where F: Send,
impl<F, R, C> Sync for TextureContext<F, R, C>where C: Sync, F: Sync,
impl<F, R, C> Unpin for TextureContext<F, R, C>where C: Unpin, F: Unpin, <R as Resources>::Buffer: Unpin, <R as Resources>::DepthStencilView: Unpin, <R as Resources>::RenderTargetView: Unpin, <R as Resources>::Sampler: Unpin, <R as Resources>::ShaderResourceView: Unpin, <R as Resources>::UnorderedAccessView: Unpin,
impl<F, R, C> !UnwindSafe for TextureContext<F, R, C>
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more