Struct solstice_2d::ShaderSource [−][src]
Fields
vertex: &'a str
fragment: &'a str
Trait Implementations
impl<'a> From<&'a String> for ShaderSource<'a>
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impl<'a> From<&'a String> for ShaderSource<'a>
[src]impl<'a> From<&'a str> for ShaderSource<'a>
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impl<'a> From<&'a str> for ShaderSource<'a>
[src]Auto Trait Implementations
impl<'a> RefUnwindSafe for ShaderSource<'a>
impl<'a> Send for ShaderSource<'a>
impl<'a> Sync for ShaderSource<'a>
impl<'a> Unpin for ShaderSource<'a>
impl<'a> UnwindSafe for ShaderSource<'a>
Blanket Implementations
impl<T> BorrowMut<T> for T where
T: ?Sized,
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impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]pub fn borrow_mut(&mut self) -> &mut T
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pub fn borrow_mut(&mut self) -> &mut T
[src]Mutably borrows from an owned value. Read more
impl<T> Pointable for T
impl<T> Pointable for T
impl<T> Same<T> for T
impl<T> Same<T> for T
type Output = T
type Output = T
Should always be Self
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
pub fn to_subset(&self) -> Option<SS>
pub fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct self
from the equivalent element of its
superset. Read more
pub fn is_in_subset(&self) -> bool
pub fn is_in_subset(&self) -> bool
Checks if self
is actually part of its subset T
(and can be converted to it).
pub fn to_subset_unchecked(&self) -> SS
pub fn to_subset_unchecked(&self) -> SS
Use with care! Same as self.to_subset
but without any property checks. Always succeeds.
pub fn from_subset(element: &SS) -> SP
pub fn from_subset(element: &SS) -> SP
The inclusion map: converts self
to the equivalent element of its superset.
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,