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Core

Struct Core 

Source
pub struct Core {
    pub surface: Surface<'static>,
    pub device: Arc<Device>,
    pub queue: Queue,
    pub config: SurfaceConfiguration,
    pub size: PhysicalSize<u32>,
    pub window: Window,
}

Fields§

§surface: Surface<'static>§device: Arc<Device>§queue: Queue§config: SurfaceConfiguration§size: PhysicalSize<u32>§window: Window

Implementations§

Source§

impl Core

Source

pub async fn new(window: Window) -> Self

Source

pub fn window(&self) -> &Window

Examples found in repository?
examples/veridisquo.rs (line 221)
199    fn handle_input(&mut self, core: &Core, event: &WindowEvent) -> bool {
200        if self.base.forward_to_egui(core, event) {
201            return true;
202        }
203
204        if let WindowEvent::KeyboardInput { event, .. } = event {
205            if event.state == winit::event::ElementState::Pressed {
206                if let winit::keyboard::Key::Character(ref s) = event.logical_key {
207                    if s.as_str() == "r" || s.as_str() == "R" {
208                        self.base.start_time = std::time::Instant::now();
209                        // Reset audio stream
210                        if let Some(ref mut stream) = self.pcm_stream {
211                            let _ = stream.stop();
212                            let _ = stream.start();
213                        }
214                        return true;
215                    }
216                }
217            }
218            return self
219                .base
220                .key_handler
221                .handle_keyboard_input(core.window(), event);
222        }
223
224        false
225    }
More examples
Hide additional examples
examples/blockgame.rs (line 244)
208    fn handle_input(&mut self, core: &Core, event: &WindowEvent) -> bool {
209        let ui_handled = self.base.forward_to_egui(core, event);
210
211        if self.base.handle_mouse_input(core, event, ui_handled) {
212            return true;
213        }
214
215        if let WindowEvent::KeyboardInput { event, .. } = event {
216            if let winit::keyboard::PhysicalKey::Code(key_code) = event.physical_key {
217                if event.state == ElementState::Pressed {
218                    let camera_speed = 0.5;
219
220                    match key_code {
221                        winit::keyboard::KeyCode::KeyQ => {
222                            self.game_params.camera_height += camera_speed;
223                            return true;
224                        }
225                        winit::keyboard::KeyCode::KeyE => {
226                            self.game_params.camera_height -= camera_speed;
227                            return true;
228                        }
229                        winit::keyboard::KeyCode::KeyW => {
230                            self.game_params.camera_angle += 0.1;
231                            return true;
232                        }
233                        winit::keyboard::KeyCode::KeyS => {
234                            self.game_params.camera_angle -= 0.1;
235                            return true;
236                        }
237                        _ => {}
238                    }
239                }
240            }
241            return self
242                .base
243                .key_handler
244                .handle_keyboard_input(core.window(), event);
245        }
246
247        false
248    }
examples/synth.rs (line 342)
302    fn handle_input(&mut self, core: &Core, event: &WindowEvent) -> bool {
303        if self.base.forward_to_egui(core, event) {
304            return true;
305        }
306
307        if let WindowEvent::KeyboardInput { event, .. } = event {
308            if let winit::keyboard::Key::Character(ref s) = event.logical_key {
309                if let Some(key_index) = s.chars().next().and_then(|c| c.to_digit(10)) {
310                    if (1..=9).contains(&key_index) {
311                        let index = (key_index - 1) as usize;
312
313                        let current_time = self.base.controls.get_time(&self.base.start_time);
314                        if event.state == winit::event::ElementState::Pressed && !self.keys_held[index] {
315                            self.keys_held[index] = true;
316                            let has_previous = self.current_params.key_states[index / 4][index % 4] > 0.0;
317                            let in_release = self.current_params.key_decay[index / 4][index % 4] > 0.0;
318                            if has_previous && in_release {
319                                // Retrigger: just cancel the release, note continues from current level
320                                self.set_key_release_time(index, 0.0);
321                            } else {
322                                // Fresh note
323                                self.set_key_press_time(index, current_time);
324                                self.set_key_release_time(index, 0.0);
325                            }
326                            self.compute_shader
327                                .set_custom_params(self.current_params, &core.queue);
328                        } else if event.state == winit::event::ElementState::Released {
329                            self.keys_held[index] = false;
330                            // Store release time — shader ADSR handles the fade
331                            self.set_key_release_time(index, current_time);
332                            self.compute_shader
333                                .set_custom_params(self.current_params, &core.queue);
334                        }
335                        return true;
336                    }
337                }
338            }
339            return self
340                .base
341                .key_handler
342                .handle_keyboard_input(core.window(), event);
343        }
344
345        false
346    }
examples/gaussian3d.rs (line 437)
431    fn handle_input(&mut self, core: &Core, event: &WindowEvent) -> bool {
432        if self.base.forward_to_egui(core, event) {
433            return true;
434        }
435
436        if let WindowEvent::KeyboardInput { event, .. } = event {
437            if self.base.key_handler.handle_keyboard_input(core.window(), event) {
438                return true;
439            }
440            if let winit::keyboard::Key::Character(ch) = &event.logical_key {
441                let key = ch.as_str().to_lowercase();
442                match event.state {
443                    winit::event::ElementState::Pressed => {
444                        if key == "r" {
445                            self.camera.reset();
446                            self.sorter.force_sort();
447                            return true;
448                        }
449                        if matches!(key.as_str(), "w" | "a" | "s" | "d" | "q" | "e") {
450                            self.camera.keys_held.insert(key);
451                            return true;
452                        }
453                    }
454                    winit::event::ElementState::Released => {
455                        self.camera.keys_held.remove(&key);
456                    }
457                }
458            }
459        }
460
461        if let WindowEvent::MouseInput { state, button, .. } = event {
462            if *button == winit::event::MouseButton::Left {
463                self.camera.is_dragging = *state == winit::event::ElementState::Pressed;
464                return true;
465            }
466        }
467
468        if let WindowEvent::CursorMoved { position, .. } = event {
469            let x = position.x as f32;
470            let y = position.y as f32;
471            if self.camera.is_dragging {
472                let dx = x - self.camera.last_mouse[0];
473                let dy = y - self.camera.last_mouse[1];
474                self.camera.yaw += dx * 0.01;
475                self.camera.pitch = (self.camera.pitch + dy * 0.01).clamp(-1.5, 1.5);
476            }
477            self.camera.last_mouse = [x, y];
478            return self.camera.is_dragging;
479        }
480
481        if let WindowEvent::MouseWheel { delta, .. } = event {
482            let d = match delta {
483                winit::event::MouseScrollDelta::LineDelta(_, y) => *y,
484                winit::event::MouseScrollDelta::PixelDelta(p) => (p.y as f32 / 100.0).clamp(-3.0, 3.0)};
485            let factor = (1.0 + d * 0.1).clamp(0.5, 2.0);
486            self.camera.distance = (self.camera.distance * factor).clamp(0.1, 500.0);
487            return true;
488        }
489
490        if let WindowEvent::DroppedFile(path) = event {
491            if path.extension().map(|e| e == "ply").unwrap_or(false) {
492                self.load_ply(core, path);
493            }
494            return true;
495        }
496
497        false
498    }
examples/mandelbulb.rs (line 661)
582    fn handle_input(&mut self, core: &Core, event: &WindowEvent) -> bool {
583        if self.base.forward_to_egui(core, event) {
584            return true;
585        }
586
587        if self.base.handle_mouse_input(core, event, false) {
588            return true;
589        }
590
591        if let WindowEvent::KeyboardInput { event, .. } = event {
592            if let winit::keyboard::Key::Character(ch) = &event.logical_key {
593                match ch.as_str() {
594                    " " => {
595                        if event.state == winit::event::ElementState::Released {
596                            self.current_params.accumulate = 1 - self.current_params.accumulate;
597                            self.should_reset_accumulation = true;
598                            self.compute_shader
599                                .set_custom_params(self.current_params, &core.queue);
600                            return true;
601                        }
602                    }
603                    "m" | "M" => {
604                        if event.state == winit::event::ElementState::Released {
605                            self.mouse_enabled = !self.mouse_enabled;
606                            self.mouse_initialized = false;
607                            return true;
608                        }
609                    }
610                    "w" | "W" => {
611                        if event.state == winit::event::ElementState::Pressed {
612                            self.accumulated_rotation[1] -= 0.1;
613                            self.should_reset_accumulation = true;
614                            return true;
615                        }
616                    }
617                    "s" | "S" => {
618                        if event.state == winit::event::ElementState::Pressed {
619                            self.accumulated_rotation[1] += 0.1;
620                            self.should_reset_accumulation = true;
621                            return true;
622                        }
623                    }
624                    "a" | "A" => {
625                        if event.state == winit::event::ElementState::Pressed {
626                            self.accumulated_rotation[0] -= 0.1;
627                            self.should_reset_accumulation = true;
628                            return true;
629                        }
630                    }
631                    "d" | "D" => {
632                        if event.state == winit::event::ElementState::Pressed {
633                            self.accumulated_rotation[0] += 0.1;
634                            self.should_reset_accumulation = true;
635                            return true;
636                        }
637                    }
638                    "q" | "Q" => {
639                        if event.state == winit::event::ElementState::Pressed {
640                            self.accumulated_rotation[2] -= 0.1;
641                            self.should_reset_accumulation = true;
642                            return true;
643                        }
644                    }
645                    "e" | "E" => {
646                        if event.state == winit::event::ElementState::Pressed {
647                            self.accumulated_rotation[2] += 0.1;
648                            self.should_reset_accumulation = true;
649                            return true;
650                        }
651                    }
652                    _ => {}
653                }
654            }
655        }
656
657        if let WindowEvent::KeyboardInput { event, .. } = event {
658            if self
659                .base
660                .key_handler
661                .handle_keyboard_input(core.window(), event)
662            {
663                return true;
664            }
665        }
666
667        false
668    }
examples/pathtracing.rs (line 544)
454    fn handle_input(&mut self, core: &Core, event: &WindowEvent) -> bool {
455        if self.base.forward_to_egui(core, event) {
456            return true;
457        }
458
459        if let WindowEvent::KeyboardInput { event, .. } = event {
460            if let winit::keyboard::Key::Character(ch) = &event.logical_key {
461                match ch.as_str() {
462                    "w" | "W" => {
463                        self.camera_movement.forward =
464                            event.state == winit::event::ElementState::Pressed;
465                        self.should_reset_accumulation = true;
466                        return true;
467                    }
468                    "s" | "S" => {
469                        self.camera_movement.backward =
470                            event.state == winit::event::ElementState::Pressed;
471                        self.should_reset_accumulation = true;
472                        return true;
473                    }
474                    "a" | "A" => {
475                        self.camera_movement.left =
476                            event.state == winit::event::ElementState::Pressed;
477                        self.should_reset_accumulation = true;
478                        return true;
479                    }
480                    "d" | "D" => {
481                        self.camera_movement.right =
482                            event.state == winit::event::ElementState::Pressed;
483                        self.should_reset_accumulation = true;
484                        return true;
485                    }
486                    "q" | "Q" => {
487                        self.camera_movement.down =
488                            event.state == winit::event::ElementState::Pressed;
489                        self.should_reset_accumulation = true;
490                        return true;
491                    }
492                    "e" | "E" => {
493                        self.camera_movement.up =
494                            event.state == winit::event::ElementState::Pressed;
495                        self.should_reset_accumulation = true;
496                        return true;
497                    }
498                    " " => {
499                        if event.state == winit::event::ElementState::Released {
500                            self.current_params.accumulate = 1 - self.current_params.accumulate;
501                            self.should_reset_accumulation = true;
502                            self.compute_shader
503                                .set_custom_params(self.current_params, &core.queue);
504                            return true;
505                        }
506                    }
507                    _ => {}
508                }
509            }
510        }
511
512        if let WindowEvent::CursorMoved { position, .. } = event {
513            let x = position.x as f32;
514            let y = position.y as f32;
515
516            self.base.handle_mouse_input(core, event, false);
517
518            if self.camera_movement.handle_mouse_movement(x, y) {
519                self.should_reset_accumulation = true;
520                return true;
521            }
522        }
523
524        if let WindowEvent::MouseInput { state, button, .. } = event {
525            if *button == winit::event::MouseButton::Right
526                && *state == winit::event::ElementState::Released
527            {
528                self.camera_movement.toggle_mouse_look();
529                return true;
530            }
531        }
532
533        if let WindowEvent::DroppedFile(path) = event {
534            if let Err(e) = self.base.load_media(core, path) {
535                error!("Failed to load dropped file: {e:?}");
536            }
537            return true;
538        }
539
540        if let WindowEvent::KeyboardInput { event, .. } = event {
541            if self
542                .base
543                .key_handler
544                .handle_keyboard_input(core.window(), event)
545            {
546                return true;
547            }
548        }
549
550        false
551    }
Source

pub fn resize(&mut self, new_size: PhysicalSize<u32>)

Source

pub fn flush_encoder(&self, encoder: CommandEncoder) -> CommandEncoder

Submit the current encoder and create a new one.

Useful for multi-pass simulations where you need buffer updates to take effect before the next dispatch. wgpu batches all write_buffer calls before dispatches in the same submit, so this forces the GPU to see your changes.

Examples found in repository?
examples/gaussian3d.rs (line 394)
264    fn render(&mut self, core: &Core) -> Result<(), cuneus::SurfaceError> {
265        let output = match core.surface.get_current_texture() {
266            wgpu::CurrentSurfaceTexture::Success(texture)
267            | wgpu::CurrentSurfaceTexture::Suboptimal(texture) => texture,
268            wgpu::CurrentSurfaceTexture::Timeout
269            | wgpu::CurrentSurfaceTexture::Occluded => {
270                return Err(cuneus::SurfaceError::SkipFrame);
271            }
272            wgpu::CurrentSurfaceTexture::Outdated => {
273                return Err(cuneus::SurfaceError::Outdated);
274            }
275            wgpu::CurrentSurfaceTexture::Lost => {
276                return Err(cuneus::SurfaceError::Lost);
277            }
278            wgpu::CurrentSurfaceTexture::Validation => {
279                return Err(cuneus::SurfaceError::Lost);
280            }
281        };
282        let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
283
284        let mut params = self.params;
285        let mut changed = false;
286        let mut load_ply_path: Option<std::path::PathBuf> = None;
287        let mut should_start_export = false;
288        let mut export_request = self.base.export_manager.get_ui_request();
289        let mut controls_request = self.base.controls.get_ui_request(&self.base.start_time, &core.size, self.base.fps_tracker.fps());
290
291        let full_output = if self.base.key_handler.show_ui {
292            self.base.render_ui(core, |ctx| {
293                RenderKit::apply_default_style(ctx);
294
295                egui::Window::new("3D Gaussian Splatting")
296                    .collapsible(true)
297                    .resizable(true)
298                    .default_width(300.0)
299                    .show(ctx, |ui| {
300                        if params.num_gaussians > 0 {
301                            ui.label(format!("Gaussians: {}", params.num_gaussians));
302                        } else {
303                            ui.label("Drag & drop a .ply file");
304                        }
305                        ui.small("WASD: move | QE: up/down | R: reset | Drag: rotate");
306
307                        if ui.button("Load PLY...").clicked() {
308                            if let Some(p) = rfd::FileDialog::new().add_filter("PLY", &["ply"]).pick_file() {
309                                load_ply_path = Some(p);
310                            }
311                        }
312
313                        ui.separator();
314
315                        egui::CollapsingHeader::new("Visual Settings")
316                            .default_open(true)
317                            .show(ui, |ui| {
318                                changed |= ui.add(egui::Slider::new(&mut params.scene_scale, 0.01..=100.0)
319                                    .logarithmic(true).text("Scene Scale")).changed();
320                                changed |= ui.add(egui::Slider::new(&mut params.gaussian_size, 0.1..=2.0)
321                                    .text("Gaussian Size")).changed();
322                                changed |= ui.add(egui::Slider::new(&mut params.gamma, 0.1..=2.2)
323                                    .text("Gamma")).changed();
324
325                                let mut depth_shift_f = params.depth_shift as f32;
326                                if ui.add(egui::Slider::new(&mut depth_shift_f, 1.0..=30.0)
327                                    .step_by(1.0)
328                                    .text("Depth Blur")).changed() {
329                                    params.depth_shift = depth_shift_f as u32;
330                                    changed = true;
331                                }
332                            });
333
334                        egui::CollapsingHeader::new("Camera Settings")
335                            .default_open(false)
336                            .show(ui, |ui| {
337                                changed |= ui.add(egui::Slider::new(&mut self.camera.distance, 0.1..=100.0)
338                                    .logarithmic(true).text("Distance")).changed();
339                                changed |= ui.add(egui::Slider::new(&mut self.camera.fov, 20.0..=120.0)
340                                    .text("FOV")).changed();
341                                changed |= ui.add(egui::DragValue::new(&mut self.camera.yaw)
342                                    .speed(0.05).prefix("Yaw: ")).changed();
343                                changed |= ui.add(egui::Slider::new(&mut self.camera.pitch, -1.5..=1.5)
344                                    .text("Pitch")).changed();
345
346                                if ui.button("Reset Camera").clicked() {
347                                    self.camera.reset();
348                                    changed = true;
349                                }
350                            });
351
352                        ui.separator();
353                        ShaderControls::render_controls_widget(ui, &mut controls_request);
354
355                        ui.separator();
356                        should_start_export =
357                            ExportManager::render_export_ui_widget(ui, &mut export_request);
358                    });
359            })
360        } else {
361            self.base.render_ui(core, |_ctx| {})
362        };
363
364        self.base.export_manager.apply_ui_request(export_request);
365        self.base.apply_control_request(controls_request);
366
367        if should_start_export {
368            self.base.export_manager.start_export();
369        }
370
371        if let Some(path) = load_ply_path {
372            self.load_ply(core, &path);
373        }
374        if changed {
375            self.params = params;
376            self.sync_params(core);
377        }
378
379        let mut encoder = core.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
380            label: Some("Gaussian3D")});
381
382        let count = self.params.num_gaussians;
383        if count > 0 && self.render_bind_group.is_some() {
384            self.update_camera(core);
385
386            // Compute preprocess
387            let workgroups = (count + 255) / 256;
388            self.preprocess.dispatch_stage_with_workgroups(&mut encoder, 0, [workgroups, 1, 1]);
389
390            // GPU Radix Sort
391            self.sorter.sort(&mut encoder, count);
392
393            // Split submission: submit preprocess+sort, start new encoder for render
394            encoder = core.flush_encoder(encoder);
395
396            // Fragment render
397            {
398                let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
399                    label: Some("Gaussian Render"),
400                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
401                        view: &view,
402                        resolve_target: None,
403                        ops: wgpu::Operations {
404                            load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
405                            store: wgpu::StoreOp::Store},
406                        depth_slice: None})],
407                    ..Default::default()
408                });
409                self.renderer.render(&mut pass, self.render_bind_group.as_ref().unwrap(), count);
410            }
411        } else {
412            let _pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
413                label: Some("Clear"),
414                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
415                    view: &view,
416                    resolve_target: None,
417                    ops: wgpu::Operations {
418                        load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
419                        store: wgpu::StoreOp::Store},
420                    depth_slice: None})],
421                ..Default::default()
422            });
423        }
424
425        self.base.handle_render_output(core, &view, full_output, &mut encoder);
426        core.queue.submit(Some(encoder.finish()));
427        output.present();
428        Ok(())
429    }

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impl !Freeze for Core

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impl !RefUnwindSafe for Core

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impl Send for Core

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impl UnsafeUnpin for Core

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impl !UnwindSafe for Core

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Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T, S> SimdFrom<T, S> for T
where S: Simd,

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fn simd_from(value: T, _simd: S) -> T

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impl<F, T, S> SimdInto<T, S> for F
where T: SimdFrom<F, S>, S: Simd,

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fn simd_into(self, simd: S) -> T

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,