pub struct GPU { /* private fields */ }Implementations§
Source§impl GPU
impl GPU
Sourcepub fn swapchain_format(&self) -> TextureFormat
pub fn swapchain_format(&self) -> TextureFormat
Return the swapchain’s format.
Sourcepub fn is_surface_srgb(&self) -> bool
pub fn is_surface_srgb(&self) -> bool
Check if the swapchain is using sRGB format.
This is useful for determining if you want to use sRGB textures or not.
pub fn set_panic_callback<F>(&mut self, _callback: F)
Sourcepub fn begin_command(
&mut self,
) -> Result<CommandBuffer, CommandBufferBuildError>
pub fn begin_command( &mut self, ) -> Result<CommandBuffer, CommandBufferBuildError>
Begins a new command buffer.
Examples found in repository?
examples/clear_color.rs (line 27)
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Clear Color Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 while runner.pool_events(None) {
18 for event in runner.get_events() {
19 match event {
20 Event::WindowClosed { .. } => {
21 return;
22 }
23 _ => {}
24 }
25 }
26
27 if let Ok(mut cmd) = gpu.begin_command() {
28 let surface = cmd.get_surface_texture();
29 if surface.is_err() {
30 println!("Failed to get surface texture: {:?}", surface.err());
31 continue;
32 }
33
34 // Or you could use `cmd.begin_renderpass()` directly
35 if let Ok(mut rp) = cmd.renderpass_builder()
36 .add_surface_color_attachment(surface.as_ref().unwrap(), Some(&BlendState::ALPHA_BLEND))
37 .build()
38 {
39 rp.set_clear_color(Color::BLUE);
40 }
41 }
42 }
43}More examples
examples/gpu_adapter.rs (line 44)
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7 let mut window = runner
8 .create_window("Engine Example", Point2::new(800, 600))
9 .build()
10 .expect("Failed to create window");
11
12 let adapters = est_render::gpu::query_gpu_adapter(Some(&window));
13 if adapters.is_empty() {
14 eprintln!("No GPU adapters found. Exiting.");
15 return;
16 }
17
18 let selected_adapter = adapters
19 .iter()
20 .find(|adapter| adapter.backend_enum == AdapterBackend::Vulkan)
21 .cloned();
22
23 if selected_adapter.is_none() {
24 eprintln!("No suitable GPU adapter found. Exiting.");
25 return;
26 }
27
28 let adapter = selected_adapter.unwrap();
29 let mut gpu = est_render::gpu::new(Some(&mut window))
30 .set_adapter(&adapter)
31 .build()
32 .expect("Failed to create GPU");
33
34 while runner.pool_events(None) {
35 for event in runner.get_events() {
36 match event {
37 Event::WindowClosed { .. } => {
38 return;
39 }
40 _ => {}
41 }
42 }
43
44 if let Ok(mut cmd) = gpu.begin_command() {
45 if let Ok(mut rp) = cmd.begin_renderpass() {
46 rp.set_clear_color(Color::LIGHTBLUE);
47 }
48 }
49 }
50}examples/drawing.rs (line 27)
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Drawing Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 while runner.pool_events(None) {
18 for event in runner.get_events() {
19 match event {
20 Event::WindowClosed { .. } => {
21 return;
22 }
23 _ => {}
24 }
25 }
26
27 if let Ok(mut cmd) = gpu.begin_command() {
28 if let Ok(mut gp) = cmd.begin_renderpass() {
29 gp.set_clear_color(Color::BLUE); // Set the clear color to blue
30
31 gp.set_blend(0, Some(&BlendState::ALPHA_BLEND));
32 if let Some(mut drawing) = gp.begin_drawing() {
33 drawing.draw_rect_filled(
34 Vector2::new(100.0, 100.0),
35 Vector2::new(200.0, 200.0),
36 Color::RED,
37 );
38
39 drawing.draw_circle_filled(Vector2::new(400.0, 300.0), 50.0, 25, Color::GREEN);
40 }
41
42 gp.set_blend(0, Some(&BlendState::ADDITIVE_BLEND));
43 if let Some(mut drawing) = gp.begin_drawing() {
44 drawing.draw_text(
45 "Hello, World!",
46 Vector2::new(300.0, 500.0),
47 Color::WHITE,
48 );
49 }
50 }
51 }
52 }
53}examples/font.rs (line 38)
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Font Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 let mut font_manager = est_render::font::new();
18
19 let font = font_manager
20 .load_font("Arial", None, 20.0)
21 .expect("Failed to load font");
22
23 // Generate baked text texture
24 let texture = font
25 .create_baked_text(&mut gpu, "Hello, World!\nThis is a clear color example.")
26 .expect("Failed to create baked text");
27
28 while runner.pool_events(None) {
29 for event in runner.get_events() {
30 match event {
31 Event::WindowClosed { .. } => {
32 return;
33 }
34 _ => {}
35 }
36 }
37
38 if let Ok(mut cmd) = gpu.begin_command() {
39 if let Ok(mut gp) = cmd.begin_renderpass() {
40 gp.set_clear_color(Color::BLUE);
41
42 // The best texture blend for font rendering, others may has artifacts like black borders
43 gp.set_blend(0, Some(&BlendState::ADDITIVE_BLEND));
44
45 if let Some(mut drawing) = gp.begin_drawing() {
46 let size: Vector2 = texture.size().into();
47
48 // Baked text rendering
49 drawing.set_texture(Some(&texture));
50 drawing.draw_rect_image(Vector2::new(0.0, 0.0), size, Color::WHITE);
51
52 // Online text rendering
53 drawing.set_font(&font);
54 drawing.draw_text(
55 "Hello, World!\nThis is a clear color example.",
56 Vector2::new(size.x, 0.0),
57 Color::WHITE,
58 );
59 }
60 }
61 }
62 }
63}examples/texture_atlas.rs (line 40)
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Clear Color Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 let texture_atlas = gpu
18 .create_texture_atlas()
19 .add_texture_file(
20 "example_texture",
21 "./examples/resources/test1.png",
22 )
23 .add_texture_file(
24 "example_texture2",
25 "./examples/resources/test2.png",
26 )
27 .build()
28 .expect("Failed to create texture atlas");
29
30 while runner.pool_events(None) {
31 for event in runner.get_events() {
32 match event {
33 Event::WindowClosed { .. } => {
34 return;
35 }
36 _ => {}
37 }
38 }
39
40 if let Ok(mut cmd) = gpu.begin_command() {
41 if let Ok(mut gp) = cmd.begin_renderpass() {
42 gp.set_clear_color(Color::BLUEVIOLET);
43 gp.set_blend(0, Some(&BlendState::NONE));
44
45 if let Some(mut drawing) = gp.begin_drawing() {
46 drawing.set_texture_atlas(Some((&texture_atlas, "example_texture")));
47 drawing.draw_rect_image(
48 Vector2::new(100.0, 100.0),
49 Vector2::new(200.0, 200.0),
50 Color::WHITE,
51 );
52 drawing.set_texture_atlas(Some((&texture_atlas, "example_texture2")));
53 drawing.draw_rect_image(
54 Vector2::new(350.0, 100.0),
55 Vector2::new(200.0, 200.0),
56 Color::WHITE,
57 );
58 drawing.draw_circle_image(Vector2::new(600.0, 200.0), 100.0, 20, Color::WHITE);
59 }
60 }
61 }
62 }
63}examples/msaa.rs (line 100)
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7 let mut window = runner
8 .create_window("Engine Example", Point2::new(800, 600))
9 .build()
10 .expect("Failed to create window");
11
12 let mut gpu = est_render::gpu::new(Some(&mut window))
13 .build()
14 .expect("Failed to create GPU");
15
16 let mut msaa_texture = Some(
17 gpu.create_texture()
18 .set_render_target(Point2::new(800, 600), None)
19 .set_usage(TextureUsage::Sampler)
20 .set_sample_count(SampleCount::SampleCount4)
21 .build()
22 .expect("Failed to create MSAA texture"),
23 );
24
25 let mut msaa_count = SampleCount::SampleCount4;
26 let mut window_size = Point2::new(800, 600);
27
28 while runner.pool_events(None) {
29 for event in runner.get_events() {
30 match event {
31 Event::WindowClosed { .. } => {
32 return;
33 }
34 Event::KeyboardInput { key, pressed, .. } => {
35 if !*pressed {
36 continue;
37 }
38
39 let mut need_recreate = false;
40 if *key == "1" {
41 msaa_count = SampleCount::SampleCount1;
42 need_recreate = true;
43 }
44
45 if *key == "2" {
46 msaa_count = SampleCount::SampleCount2;
47 need_recreate = true;
48 }
49
50 if *key == "3" {
51 msaa_count = SampleCount::SampleCount4;
52 need_recreate = true;
53 }
54
55 if *key == "4" {
56 msaa_count = SampleCount::SampleCount8;
57 need_recreate = true;
58 }
59
60 if need_recreate {
61 if msaa_count == SampleCount::SampleCount1 {
62 msaa_texture = None;
63 } else {
64 msaa_texture = Some(
65 gpu.create_texture()
66 .set_render_target(
67 Point2::new(window_size.x, window_size.y),
68 None,
69 )
70 .set_usage(TextureUsage::Sampler)
71 .set_sample_count(msaa_count)
72 .build()
73 .expect("Failed to recreate MSAA texture"),
74 );
75 }
76 }
77 }
78 Event::WindowResized { size, .. } => {
79 if size.x <= 0 || size.y <= 0 {
80 eprintln!("Invalid window size: {:?}", size);
81 continue;
82 }
83
84 window_size = *size;
85
86 // Resize the MSAA texture to match the new window size
87 msaa_texture = Some(
88 gpu.create_texture()
89 .set_render_target(Point2::new(size.x, size.y), None)
90 .set_usage(TextureUsage::Sampler)
91 .set_sample_count(msaa_count)
92 .build()
93 .expect("Failed to resize MSAA texture"),
94 );
95 }
96 _ => {}
97 }
98 }
99
100 if let Ok(mut cmd) = gpu.begin_command() {
101 if let Ok(mut rp) = cmd.begin_renderpass() {
102 rp.set_clear_color(Color::BLACK);
103 if let Some(texture) = msaa_texture.as_ref() {
104 rp.push_msaa_texture(texture);
105 }
106
107 if let Some(mut drawing) = rp.begin_drawing() {
108 let pos1 = Vector2::new(0.0, 0.0);
109 let pos2 = Vector2::new(800.0, 0.0);
110 let pos3 = Vector2::new(400.0, 600.0);
111
112 // Draw a full triangle covering the window
113 drawing.draw_triangle_filled(pos1, pos2, pos3, Color::BLUE);
114 }
115 }
116 }
117 }
118}Additional examples can be found in:
Sourcepub fn begin_command_with_surface(
&mut self,
surface: SurfaceTexture,
) -> Result<CommandBuffer, CommandBufferBuildError>
pub fn begin_command_with_surface( &mut self, surface: SurfaceTexture, ) -> Result<CommandBuffer, CommandBufferBuildError>
Begins a new command buffer with a surface texture.
This is useful if you reuse the surface texture from previous command buffer, but not yet presented to the screen.
Sourcepub fn create_texture(&mut self) -> TextureBuilder<'_>
pub fn create_texture(&mut self) -> TextureBuilder<'_>
Create a new texture.
Examples found in repository?
examples/msaa.rs (line 17)
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7 let mut window = runner
8 .create_window("Engine Example", Point2::new(800, 600))
9 .build()
10 .expect("Failed to create window");
11
12 let mut gpu = est_render::gpu::new(Some(&mut window))
13 .build()
14 .expect("Failed to create GPU");
15
16 let mut msaa_texture = Some(
17 gpu.create_texture()
18 .set_render_target(Point2::new(800, 600), None)
19 .set_usage(TextureUsage::Sampler)
20 .set_sample_count(SampleCount::SampleCount4)
21 .build()
22 .expect("Failed to create MSAA texture"),
23 );
24
25 let mut msaa_count = SampleCount::SampleCount4;
26 let mut window_size = Point2::new(800, 600);
27
28 while runner.pool_events(None) {
29 for event in runner.get_events() {
30 match event {
31 Event::WindowClosed { .. } => {
32 return;
33 }
34 Event::KeyboardInput { key, pressed, .. } => {
35 if !*pressed {
36 continue;
37 }
38
39 let mut need_recreate = false;
40 if *key == "1" {
41 msaa_count = SampleCount::SampleCount1;
42 need_recreate = true;
43 }
44
45 if *key == "2" {
46 msaa_count = SampleCount::SampleCount2;
47 need_recreate = true;
48 }
49
50 if *key == "3" {
51 msaa_count = SampleCount::SampleCount4;
52 need_recreate = true;
53 }
54
55 if *key == "4" {
56 msaa_count = SampleCount::SampleCount8;
57 need_recreate = true;
58 }
59
60 if need_recreate {
61 if msaa_count == SampleCount::SampleCount1 {
62 msaa_texture = None;
63 } else {
64 msaa_texture = Some(
65 gpu.create_texture()
66 .set_render_target(
67 Point2::new(window_size.x, window_size.y),
68 None,
69 )
70 .set_usage(TextureUsage::Sampler)
71 .set_sample_count(msaa_count)
72 .build()
73 .expect("Failed to recreate MSAA texture"),
74 );
75 }
76 }
77 }
78 Event::WindowResized { size, .. } => {
79 if size.x <= 0 || size.y <= 0 {
80 eprintln!("Invalid window size: {:?}", size);
81 continue;
82 }
83
84 window_size = *size;
85
86 // Resize the MSAA texture to match the new window size
87 msaa_texture = Some(
88 gpu.create_texture()
89 .set_render_target(Point2::new(size.x, size.y), None)
90 .set_usage(TextureUsage::Sampler)
91 .set_sample_count(msaa_count)
92 .build()
93 .expect("Failed to resize MSAA texture"),
94 );
95 }
96 _ => {}
97 }
98 }
99
100 if let Ok(mut cmd) = gpu.begin_command() {
101 if let Ok(mut rp) = cmd.begin_renderpass() {
102 rp.set_clear_color(Color::BLACK);
103 if let Some(texture) = msaa_texture.as_ref() {
104 rp.push_msaa_texture(texture);
105 }
106
107 if let Some(mut drawing) = rp.begin_drawing() {
108 let pos1 = Vector2::new(0.0, 0.0);
109 let pos2 = Vector2::new(800.0, 0.0);
110 let pos3 = Vector2::new(400.0, 600.0);
111
112 // Draw a full triangle covering the window
113 drawing.draw_triangle_filled(pos1, pos2, pos3, Color::BLUE);
114 }
115 }
116 }
117 }
118}More examples
examples/pipeline.rs (line 73)
61fn main() {
62 let mut runner = est_render::runner::new().expect("Failed to create runner");
63 let mut window = runner
64 .create_window("Engine Example", Point2::new(800, 600))
65 .build()
66 .expect("Failed to create window");
67
68 let mut gpu = est_render::gpu::new(Some(&mut window))
69 .build()
70 .expect("Failed to create GPU");
71
72 let mut msaa_texture = gpu
73 .create_texture()
74 .set_render_target(Point2::new(800, 600), None)
75 .set_sample_count(SampleCount::SampleCount4)
76 .build()
77 .expect("Failed to create MSAA texture");
78
79 let blank_texture = gpu
80 .create_texture()
81 .set_raw_image(
82 &[255u8; 4],
83 Point2::new(1, 1),
84 TextureFormat::Bgra8Unorm,
85 )
86 .set_usage(TextureUsage::Sampler)
87 .build()
88 .expect("Failed to create blank texture");
89
90 let shader = gpu
91 .create_graphics_shader()
92 .set_vertex_code(VERTEX_DRAWING_SHADER)
93 .set_fragment_code(FRAGMENT_DRAWING_SHADER)
94 .build()
95 .expect("Failed to create graphics shader");
96
97 let compute_shader = gpu
98 .create_compute_shader()
99 .set_source(COMPUTE_NOOP_SHADER)
100 .build()
101 .expect("Failed to create compute shader");
102
103 let pipeline = gpu
104 .create_render_pipeline()
105 .set_shader(Some(&shader))
106 .set_blend(Some(&BlendState::ALPHA_BLEND))
107 .set_attachment_texture(0, 0, Some(&blank_texture))
108 .set_attachment_sampler(0, 1, Some(&TextureSampler::DEFAULT))
109 .build()
110 .expect("Failed to create render pipeline");
111
112 let compute_pipeline = gpu
113 .create_compute_pipeline()
114 .set_shader(Some(&compute_shader))
115 .build()
116 .expect("Failed to create compute pipeline");
117
118 // Triangle vertices
119 let vertices = vec![
120 Vertex {
121 position: Vector3::new(-0.5, -0.5, 0.0),
122 color: Color::new(1.0, 0.0, 0.0, 1.0),
123 texcoord: Vector2::new(0.0, 1.0),
124 },
125 Vertex {
126 position: Vector3::new(0.5, -0.5, 0.0),
127 color: Color::new(0.0, 1.0, 0.0, 1.0),
128 texcoord: Vector2::new(1.0, 1.0),
129 },
130 Vertex {
131 position: Vector3::new(0.0, 0.5, 0.0),
132 color: Color::new(0.0, 0.0, 1.0, 1.0),
133 texcoord: Vector2::new(0.5, 0.0),
134 },
135 ];
136
137 let indexes = vec![0u16, 1u16, 2u16];
138
139 let vbo = gpu
140 .create_buffer()
141 .set_data_vec(vertices)
142 .set_usage(BufferUsage::VERTEX)
143 .build()
144 .expect("Failed to create vertex buffer");
145
146 let ibo = gpu
147 .create_buffer()
148 .set_data_vec(indexes)
149 .set_usage(BufferUsage::INDEX)
150 .build()
151 .expect("Failed to create index buffer");
152
153 while runner.pool_events(PollMode::WaitDraw) {
154 for event in runner.get_events() {
155 match event {
156 Event::KeyboardInput {
157 window_id,
158 key,
159 pressed,
160 } => {
161 if *window_id == window.id() && key == "Escape" && *pressed {
162 window.quit();
163 }
164 }
165 Event::WindowResized { window_id: _, size } => {
166 if size.x <= 0 || size.y <= 0 {
167 continue; // Skip invalid sizes
168 }
169
170 msaa_texture = gpu
171 .create_texture()
172 .set_render_target(Point2::new(size.x as u32, size.y as u32), None)
173 .set_sample_count(SampleCount::SampleCount4)
174 .build()
175 .expect("Failed to resize MSAA texture");
176 }
177 Event::RedrawRequested { window_id: _ } => {
178 if let Ok(mut cmd) = gpu.begin_command() {
179 if let Ok(mut cm) = cmd.begin_computepass() {
180 cm.set_pipeline(Some(&compute_pipeline));
181 cm.dispatch(1, 1, 1);
182 }
183
184 if let Ok(mut rp) = cmd.begin_renderpass() {
185 rp.set_clear_color(Color::BLACK);
186 rp.push_msaa_texture(&msaa_texture);
187
188 rp.set_pipeline(Some(&pipeline));
189 rp.set_gpu_buffer(Some(&vbo), Some(&ibo));
190 rp.draw_indexed(0..3, 0, 1);
191 }
192 }
193
194 window.request_redraw();
195 }
196 _ => {}
197 }
198 }
199 }
200}Sourcepub fn create_texture_atlas(&mut self) -> TextureAtlasBuilder
pub fn create_texture_atlas(&mut self) -> TextureAtlasBuilder
Create a new texture atlas.
Examples found in repository?
examples/texture_atlas.rs (line 18)
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Clear Color Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 let texture_atlas = gpu
18 .create_texture_atlas()
19 .add_texture_file(
20 "example_texture",
21 "./examples/resources/test1.png",
22 )
23 .add_texture_file(
24 "example_texture2",
25 "./examples/resources/test2.png",
26 )
27 .build()
28 .expect("Failed to create texture atlas");
29
30 while runner.pool_events(None) {
31 for event in runner.get_events() {
32 match event {
33 Event::WindowClosed { .. } => {
34 return;
35 }
36 _ => {}
37 }
38 }
39
40 if let Ok(mut cmd) = gpu.begin_command() {
41 if let Ok(mut gp) = cmd.begin_renderpass() {
42 gp.set_clear_color(Color::BLUEVIOLET);
43 gp.set_blend(0, Some(&BlendState::NONE));
44
45 if let Some(mut drawing) = gp.begin_drawing() {
46 drawing.set_texture_atlas(Some((&texture_atlas, "example_texture")));
47 drawing.draw_rect_image(
48 Vector2::new(100.0, 100.0),
49 Vector2::new(200.0, 200.0),
50 Color::WHITE,
51 );
52 drawing.set_texture_atlas(Some((&texture_atlas, "example_texture2")));
53 drawing.draw_rect_image(
54 Vector2::new(350.0, 100.0),
55 Vector2::new(200.0, 200.0),
56 Color::WHITE,
57 );
58 drawing.draw_circle_image(Vector2::new(600.0, 200.0), 100.0, 20, Color::WHITE);
59 }
60 }
61 }
62 }
63}Sourcepub fn create_graphics_shader(&mut self) -> GraphicsShaderBuilder
pub fn create_graphics_shader(&mut self) -> GraphicsShaderBuilder
Create a new graphics shader.
Examples found in repository?
examples/pipeline.rs (line 91)
61fn main() {
62 let mut runner = est_render::runner::new().expect("Failed to create runner");
63 let mut window = runner
64 .create_window("Engine Example", Point2::new(800, 600))
65 .build()
66 .expect("Failed to create window");
67
68 let mut gpu = est_render::gpu::new(Some(&mut window))
69 .build()
70 .expect("Failed to create GPU");
71
72 let mut msaa_texture = gpu
73 .create_texture()
74 .set_render_target(Point2::new(800, 600), None)
75 .set_sample_count(SampleCount::SampleCount4)
76 .build()
77 .expect("Failed to create MSAA texture");
78
79 let blank_texture = gpu
80 .create_texture()
81 .set_raw_image(
82 &[255u8; 4],
83 Point2::new(1, 1),
84 TextureFormat::Bgra8Unorm,
85 )
86 .set_usage(TextureUsage::Sampler)
87 .build()
88 .expect("Failed to create blank texture");
89
90 let shader = gpu
91 .create_graphics_shader()
92 .set_vertex_code(VERTEX_DRAWING_SHADER)
93 .set_fragment_code(FRAGMENT_DRAWING_SHADER)
94 .build()
95 .expect("Failed to create graphics shader");
96
97 let compute_shader = gpu
98 .create_compute_shader()
99 .set_source(COMPUTE_NOOP_SHADER)
100 .build()
101 .expect("Failed to create compute shader");
102
103 let pipeline = gpu
104 .create_render_pipeline()
105 .set_shader(Some(&shader))
106 .set_blend(Some(&BlendState::ALPHA_BLEND))
107 .set_attachment_texture(0, 0, Some(&blank_texture))
108 .set_attachment_sampler(0, 1, Some(&TextureSampler::DEFAULT))
109 .build()
110 .expect("Failed to create render pipeline");
111
112 let compute_pipeline = gpu
113 .create_compute_pipeline()
114 .set_shader(Some(&compute_shader))
115 .build()
116 .expect("Failed to create compute pipeline");
117
118 // Triangle vertices
119 let vertices = vec![
120 Vertex {
121 position: Vector3::new(-0.5, -0.5, 0.0),
122 color: Color::new(1.0, 0.0, 0.0, 1.0),
123 texcoord: Vector2::new(0.0, 1.0),
124 },
125 Vertex {
126 position: Vector3::new(0.5, -0.5, 0.0),
127 color: Color::new(0.0, 1.0, 0.0, 1.0),
128 texcoord: Vector2::new(1.0, 1.0),
129 },
130 Vertex {
131 position: Vector3::new(0.0, 0.5, 0.0),
132 color: Color::new(0.0, 0.0, 1.0, 1.0),
133 texcoord: Vector2::new(0.5, 0.0),
134 },
135 ];
136
137 let indexes = vec![0u16, 1u16, 2u16];
138
139 let vbo = gpu
140 .create_buffer()
141 .set_data_vec(vertices)
142 .set_usage(BufferUsage::VERTEX)
143 .build()
144 .expect("Failed to create vertex buffer");
145
146 let ibo = gpu
147 .create_buffer()
148 .set_data_vec(indexes)
149 .set_usage(BufferUsage::INDEX)
150 .build()
151 .expect("Failed to create index buffer");
152
153 while runner.pool_events(PollMode::WaitDraw) {
154 for event in runner.get_events() {
155 match event {
156 Event::KeyboardInput {
157 window_id,
158 key,
159 pressed,
160 } => {
161 if *window_id == window.id() && key == "Escape" && *pressed {
162 window.quit();
163 }
164 }
165 Event::WindowResized { window_id: _, size } => {
166 if size.x <= 0 || size.y <= 0 {
167 continue; // Skip invalid sizes
168 }
169
170 msaa_texture = gpu
171 .create_texture()
172 .set_render_target(Point2::new(size.x as u32, size.y as u32), None)
173 .set_sample_count(SampleCount::SampleCount4)
174 .build()
175 .expect("Failed to resize MSAA texture");
176 }
177 Event::RedrawRequested { window_id: _ } => {
178 if let Ok(mut cmd) = gpu.begin_command() {
179 if let Ok(mut cm) = cmd.begin_computepass() {
180 cm.set_pipeline(Some(&compute_pipeline));
181 cm.dispatch(1, 1, 1);
182 }
183
184 if let Ok(mut rp) = cmd.begin_renderpass() {
185 rp.set_clear_color(Color::BLACK);
186 rp.push_msaa_texture(&msaa_texture);
187
188 rp.set_pipeline(Some(&pipeline));
189 rp.set_gpu_buffer(Some(&vbo), Some(&ibo));
190 rp.draw_indexed(0..3, 0, 1);
191 }
192 }
193
194 window.request_redraw();
195 }
196 _ => {}
197 }
198 }
199 }
200}Sourcepub fn create_compute_shader(&mut self) -> ComputeShaderBuilder
pub fn create_compute_shader(&mut self) -> ComputeShaderBuilder
Create a new compute shader.
Examples found in repository?
examples/pipeline.rs (line 98)
61fn main() {
62 let mut runner = est_render::runner::new().expect("Failed to create runner");
63 let mut window = runner
64 .create_window("Engine Example", Point2::new(800, 600))
65 .build()
66 .expect("Failed to create window");
67
68 let mut gpu = est_render::gpu::new(Some(&mut window))
69 .build()
70 .expect("Failed to create GPU");
71
72 let mut msaa_texture = gpu
73 .create_texture()
74 .set_render_target(Point2::new(800, 600), None)
75 .set_sample_count(SampleCount::SampleCount4)
76 .build()
77 .expect("Failed to create MSAA texture");
78
79 let blank_texture = gpu
80 .create_texture()
81 .set_raw_image(
82 &[255u8; 4],
83 Point2::new(1, 1),
84 TextureFormat::Bgra8Unorm,
85 )
86 .set_usage(TextureUsage::Sampler)
87 .build()
88 .expect("Failed to create blank texture");
89
90 let shader = gpu
91 .create_graphics_shader()
92 .set_vertex_code(VERTEX_DRAWING_SHADER)
93 .set_fragment_code(FRAGMENT_DRAWING_SHADER)
94 .build()
95 .expect("Failed to create graphics shader");
96
97 let compute_shader = gpu
98 .create_compute_shader()
99 .set_source(COMPUTE_NOOP_SHADER)
100 .build()
101 .expect("Failed to create compute shader");
102
103 let pipeline = gpu
104 .create_render_pipeline()
105 .set_shader(Some(&shader))
106 .set_blend(Some(&BlendState::ALPHA_BLEND))
107 .set_attachment_texture(0, 0, Some(&blank_texture))
108 .set_attachment_sampler(0, 1, Some(&TextureSampler::DEFAULT))
109 .build()
110 .expect("Failed to create render pipeline");
111
112 let compute_pipeline = gpu
113 .create_compute_pipeline()
114 .set_shader(Some(&compute_shader))
115 .build()
116 .expect("Failed to create compute pipeline");
117
118 // Triangle vertices
119 let vertices = vec![
120 Vertex {
121 position: Vector3::new(-0.5, -0.5, 0.0),
122 color: Color::new(1.0, 0.0, 0.0, 1.0),
123 texcoord: Vector2::new(0.0, 1.0),
124 },
125 Vertex {
126 position: Vector3::new(0.5, -0.5, 0.0),
127 color: Color::new(0.0, 1.0, 0.0, 1.0),
128 texcoord: Vector2::new(1.0, 1.0),
129 },
130 Vertex {
131 position: Vector3::new(0.0, 0.5, 0.0),
132 color: Color::new(0.0, 0.0, 1.0, 1.0),
133 texcoord: Vector2::new(0.5, 0.0),
134 },
135 ];
136
137 let indexes = vec![0u16, 1u16, 2u16];
138
139 let vbo = gpu
140 .create_buffer()
141 .set_data_vec(vertices)
142 .set_usage(BufferUsage::VERTEX)
143 .build()
144 .expect("Failed to create vertex buffer");
145
146 let ibo = gpu
147 .create_buffer()
148 .set_data_vec(indexes)
149 .set_usage(BufferUsage::INDEX)
150 .build()
151 .expect("Failed to create index buffer");
152
153 while runner.pool_events(PollMode::WaitDraw) {
154 for event in runner.get_events() {
155 match event {
156 Event::KeyboardInput {
157 window_id,
158 key,
159 pressed,
160 } => {
161 if *window_id == window.id() && key == "Escape" && *pressed {
162 window.quit();
163 }
164 }
165 Event::WindowResized { window_id: _, size } => {
166 if size.x <= 0 || size.y <= 0 {
167 continue; // Skip invalid sizes
168 }
169
170 msaa_texture = gpu
171 .create_texture()
172 .set_render_target(Point2::new(size.x as u32, size.y as u32), None)
173 .set_sample_count(SampleCount::SampleCount4)
174 .build()
175 .expect("Failed to resize MSAA texture");
176 }
177 Event::RedrawRequested { window_id: _ } => {
178 if let Ok(mut cmd) = gpu.begin_command() {
179 if let Ok(mut cm) = cmd.begin_computepass() {
180 cm.set_pipeline(Some(&compute_pipeline));
181 cm.dispatch(1, 1, 1);
182 }
183
184 if let Ok(mut rp) = cmd.begin_renderpass() {
185 rp.set_clear_color(Color::BLACK);
186 rp.push_msaa_texture(&msaa_texture);
187
188 rp.set_pipeline(Some(&pipeline));
189 rp.set_gpu_buffer(Some(&vbo), Some(&ibo));
190 rp.draw_indexed(0..3, 0, 1);
191 }
192 }
193
194 window.request_redraw();
195 }
196 _ => {}
197 }
198 }
199 }
200}Sourcepub fn create_buffer<T: Pod + Zeroable>(&mut self) -> BufferBuilder<T>
pub fn create_buffer<T: Pod + Zeroable>(&mut self) -> BufferBuilder<T>
Create a new buffer.
Examples found in repository?
examples/pipeline.rs (line 140)
61fn main() {
62 let mut runner = est_render::runner::new().expect("Failed to create runner");
63 let mut window = runner
64 .create_window("Engine Example", Point2::new(800, 600))
65 .build()
66 .expect("Failed to create window");
67
68 let mut gpu = est_render::gpu::new(Some(&mut window))
69 .build()
70 .expect("Failed to create GPU");
71
72 let mut msaa_texture = gpu
73 .create_texture()
74 .set_render_target(Point2::new(800, 600), None)
75 .set_sample_count(SampleCount::SampleCount4)
76 .build()
77 .expect("Failed to create MSAA texture");
78
79 let blank_texture = gpu
80 .create_texture()
81 .set_raw_image(
82 &[255u8; 4],
83 Point2::new(1, 1),
84 TextureFormat::Bgra8Unorm,
85 )
86 .set_usage(TextureUsage::Sampler)
87 .build()
88 .expect("Failed to create blank texture");
89
90 let shader = gpu
91 .create_graphics_shader()
92 .set_vertex_code(VERTEX_DRAWING_SHADER)
93 .set_fragment_code(FRAGMENT_DRAWING_SHADER)
94 .build()
95 .expect("Failed to create graphics shader");
96
97 let compute_shader = gpu
98 .create_compute_shader()
99 .set_source(COMPUTE_NOOP_SHADER)
100 .build()
101 .expect("Failed to create compute shader");
102
103 let pipeline = gpu
104 .create_render_pipeline()
105 .set_shader(Some(&shader))
106 .set_blend(Some(&BlendState::ALPHA_BLEND))
107 .set_attachment_texture(0, 0, Some(&blank_texture))
108 .set_attachment_sampler(0, 1, Some(&TextureSampler::DEFAULT))
109 .build()
110 .expect("Failed to create render pipeline");
111
112 let compute_pipeline = gpu
113 .create_compute_pipeline()
114 .set_shader(Some(&compute_shader))
115 .build()
116 .expect("Failed to create compute pipeline");
117
118 // Triangle vertices
119 let vertices = vec![
120 Vertex {
121 position: Vector3::new(-0.5, -0.5, 0.0),
122 color: Color::new(1.0, 0.0, 0.0, 1.0),
123 texcoord: Vector2::new(0.0, 1.0),
124 },
125 Vertex {
126 position: Vector3::new(0.5, -0.5, 0.0),
127 color: Color::new(0.0, 1.0, 0.0, 1.0),
128 texcoord: Vector2::new(1.0, 1.0),
129 },
130 Vertex {
131 position: Vector3::new(0.0, 0.5, 0.0),
132 color: Color::new(0.0, 0.0, 1.0, 1.0),
133 texcoord: Vector2::new(0.5, 0.0),
134 },
135 ];
136
137 let indexes = vec![0u16, 1u16, 2u16];
138
139 let vbo = gpu
140 .create_buffer()
141 .set_data_vec(vertices)
142 .set_usage(BufferUsage::VERTEX)
143 .build()
144 .expect("Failed to create vertex buffer");
145
146 let ibo = gpu
147 .create_buffer()
148 .set_data_vec(indexes)
149 .set_usage(BufferUsage::INDEX)
150 .build()
151 .expect("Failed to create index buffer");
152
153 while runner.pool_events(PollMode::WaitDraw) {
154 for event in runner.get_events() {
155 match event {
156 Event::KeyboardInput {
157 window_id,
158 key,
159 pressed,
160 } => {
161 if *window_id == window.id() && key == "Escape" && *pressed {
162 window.quit();
163 }
164 }
165 Event::WindowResized { window_id: _, size } => {
166 if size.x <= 0 || size.y <= 0 {
167 continue; // Skip invalid sizes
168 }
169
170 msaa_texture = gpu
171 .create_texture()
172 .set_render_target(Point2::new(size.x as u32, size.y as u32), None)
173 .set_sample_count(SampleCount::SampleCount4)
174 .build()
175 .expect("Failed to resize MSAA texture");
176 }
177 Event::RedrawRequested { window_id: _ } => {
178 if let Ok(mut cmd) = gpu.begin_command() {
179 if let Ok(mut cm) = cmd.begin_computepass() {
180 cm.set_pipeline(Some(&compute_pipeline));
181 cm.dispatch(1, 1, 1);
182 }
183
184 if let Ok(mut rp) = cmd.begin_renderpass() {
185 rp.set_clear_color(Color::BLACK);
186 rp.push_msaa_texture(&msaa_texture);
187
188 rp.set_pipeline(Some(&pipeline));
189 rp.set_gpu_buffer(Some(&vbo), Some(&ibo));
190 rp.draw_indexed(0..3, 0, 1);
191 }
192 }
193
194 window.request_redraw();
195 }
196 _ => {}
197 }
198 }
199 }
200}Sourcepub fn create_render_pipeline(&mut self) -> RenderPipelineBuilder
pub fn create_render_pipeline(&mut self) -> RenderPipelineBuilder
Create a render pipeline.
Examples found in repository?
examples/pipeline.rs (line 104)
61fn main() {
62 let mut runner = est_render::runner::new().expect("Failed to create runner");
63 let mut window = runner
64 .create_window("Engine Example", Point2::new(800, 600))
65 .build()
66 .expect("Failed to create window");
67
68 let mut gpu = est_render::gpu::new(Some(&mut window))
69 .build()
70 .expect("Failed to create GPU");
71
72 let mut msaa_texture = gpu
73 .create_texture()
74 .set_render_target(Point2::new(800, 600), None)
75 .set_sample_count(SampleCount::SampleCount4)
76 .build()
77 .expect("Failed to create MSAA texture");
78
79 let blank_texture = gpu
80 .create_texture()
81 .set_raw_image(
82 &[255u8; 4],
83 Point2::new(1, 1),
84 TextureFormat::Bgra8Unorm,
85 )
86 .set_usage(TextureUsage::Sampler)
87 .build()
88 .expect("Failed to create blank texture");
89
90 let shader = gpu
91 .create_graphics_shader()
92 .set_vertex_code(VERTEX_DRAWING_SHADER)
93 .set_fragment_code(FRAGMENT_DRAWING_SHADER)
94 .build()
95 .expect("Failed to create graphics shader");
96
97 let compute_shader = gpu
98 .create_compute_shader()
99 .set_source(COMPUTE_NOOP_SHADER)
100 .build()
101 .expect("Failed to create compute shader");
102
103 let pipeline = gpu
104 .create_render_pipeline()
105 .set_shader(Some(&shader))
106 .set_blend(Some(&BlendState::ALPHA_BLEND))
107 .set_attachment_texture(0, 0, Some(&blank_texture))
108 .set_attachment_sampler(0, 1, Some(&TextureSampler::DEFAULT))
109 .build()
110 .expect("Failed to create render pipeline");
111
112 let compute_pipeline = gpu
113 .create_compute_pipeline()
114 .set_shader(Some(&compute_shader))
115 .build()
116 .expect("Failed to create compute pipeline");
117
118 // Triangle vertices
119 let vertices = vec![
120 Vertex {
121 position: Vector3::new(-0.5, -0.5, 0.0),
122 color: Color::new(1.0, 0.0, 0.0, 1.0),
123 texcoord: Vector2::new(0.0, 1.0),
124 },
125 Vertex {
126 position: Vector3::new(0.5, -0.5, 0.0),
127 color: Color::new(0.0, 1.0, 0.0, 1.0),
128 texcoord: Vector2::new(1.0, 1.0),
129 },
130 Vertex {
131 position: Vector3::new(0.0, 0.5, 0.0),
132 color: Color::new(0.0, 0.0, 1.0, 1.0),
133 texcoord: Vector2::new(0.5, 0.0),
134 },
135 ];
136
137 let indexes = vec![0u16, 1u16, 2u16];
138
139 let vbo = gpu
140 .create_buffer()
141 .set_data_vec(vertices)
142 .set_usage(BufferUsage::VERTEX)
143 .build()
144 .expect("Failed to create vertex buffer");
145
146 let ibo = gpu
147 .create_buffer()
148 .set_data_vec(indexes)
149 .set_usage(BufferUsage::INDEX)
150 .build()
151 .expect("Failed to create index buffer");
152
153 while runner.pool_events(PollMode::WaitDraw) {
154 for event in runner.get_events() {
155 match event {
156 Event::KeyboardInput {
157 window_id,
158 key,
159 pressed,
160 } => {
161 if *window_id == window.id() && key == "Escape" && *pressed {
162 window.quit();
163 }
164 }
165 Event::WindowResized { window_id: _, size } => {
166 if size.x <= 0 || size.y <= 0 {
167 continue; // Skip invalid sizes
168 }
169
170 msaa_texture = gpu
171 .create_texture()
172 .set_render_target(Point2::new(size.x as u32, size.y as u32), None)
173 .set_sample_count(SampleCount::SampleCount4)
174 .build()
175 .expect("Failed to resize MSAA texture");
176 }
177 Event::RedrawRequested { window_id: _ } => {
178 if let Ok(mut cmd) = gpu.begin_command() {
179 if let Ok(mut cm) = cmd.begin_computepass() {
180 cm.set_pipeline(Some(&compute_pipeline));
181 cm.dispatch(1, 1, 1);
182 }
183
184 if let Ok(mut rp) = cmd.begin_renderpass() {
185 rp.set_clear_color(Color::BLACK);
186 rp.push_msaa_texture(&msaa_texture);
187
188 rp.set_pipeline(Some(&pipeline));
189 rp.set_gpu_buffer(Some(&vbo), Some(&ibo));
190 rp.draw_indexed(0..3, 0, 1);
191 }
192 }
193
194 window.request_redraw();
195 }
196 _ => {}
197 }
198 }
199 }
200}Sourcepub fn create_compute_pipeline(&mut self) -> ComputePipelineBuilder
pub fn create_compute_pipeline(&mut self) -> ComputePipelineBuilder
Create a compute pipeline.
Examples found in repository?
examples/pipeline.rs (line 113)
61fn main() {
62 let mut runner = est_render::runner::new().expect("Failed to create runner");
63 let mut window = runner
64 .create_window("Engine Example", Point2::new(800, 600))
65 .build()
66 .expect("Failed to create window");
67
68 let mut gpu = est_render::gpu::new(Some(&mut window))
69 .build()
70 .expect("Failed to create GPU");
71
72 let mut msaa_texture = gpu
73 .create_texture()
74 .set_render_target(Point2::new(800, 600), None)
75 .set_sample_count(SampleCount::SampleCount4)
76 .build()
77 .expect("Failed to create MSAA texture");
78
79 let blank_texture = gpu
80 .create_texture()
81 .set_raw_image(
82 &[255u8; 4],
83 Point2::new(1, 1),
84 TextureFormat::Bgra8Unorm,
85 )
86 .set_usage(TextureUsage::Sampler)
87 .build()
88 .expect("Failed to create blank texture");
89
90 let shader = gpu
91 .create_graphics_shader()
92 .set_vertex_code(VERTEX_DRAWING_SHADER)
93 .set_fragment_code(FRAGMENT_DRAWING_SHADER)
94 .build()
95 .expect("Failed to create graphics shader");
96
97 let compute_shader = gpu
98 .create_compute_shader()
99 .set_source(COMPUTE_NOOP_SHADER)
100 .build()
101 .expect("Failed to create compute shader");
102
103 let pipeline = gpu
104 .create_render_pipeline()
105 .set_shader(Some(&shader))
106 .set_blend(Some(&BlendState::ALPHA_BLEND))
107 .set_attachment_texture(0, 0, Some(&blank_texture))
108 .set_attachment_sampler(0, 1, Some(&TextureSampler::DEFAULT))
109 .build()
110 .expect("Failed to create render pipeline");
111
112 let compute_pipeline = gpu
113 .create_compute_pipeline()
114 .set_shader(Some(&compute_shader))
115 .build()
116 .expect("Failed to create compute pipeline");
117
118 // Triangle vertices
119 let vertices = vec![
120 Vertex {
121 position: Vector3::new(-0.5, -0.5, 0.0),
122 color: Color::new(1.0, 0.0, 0.0, 1.0),
123 texcoord: Vector2::new(0.0, 1.0),
124 },
125 Vertex {
126 position: Vector3::new(0.5, -0.5, 0.0),
127 color: Color::new(0.0, 1.0, 0.0, 1.0),
128 texcoord: Vector2::new(1.0, 1.0),
129 },
130 Vertex {
131 position: Vector3::new(0.0, 0.5, 0.0),
132 color: Color::new(0.0, 0.0, 1.0, 1.0),
133 texcoord: Vector2::new(0.5, 0.0),
134 },
135 ];
136
137 let indexes = vec![0u16, 1u16, 2u16];
138
139 let vbo = gpu
140 .create_buffer()
141 .set_data_vec(vertices)
142 .set_usage(BufferUsage::VERTEX)
143 .build()
144 .expect("Failed to create vertex buffer");
145
146 let ibo = gpu
147 .create_buffer()
148 .set_data_vec(indexes)
149 .set_usage(BufferUsage::INDEX)
150 .build()
151 .expect("Failed to create index buffer");
152
153 while runner.pool_events(PollMode::WaitDraw) {
154 for event in runner.get_events() {
155 match event {
156 Event::KeyboardInput {
157 window_id,
158 key,
159 pressed,
160 } => {
161 if *window_id == window.id() && key == "Escape" && *pressed {
162 window.quit();
163 }
164 }
165 Event::WindowResized { window_id: _, size } => {
166 if size.x <= 0 || size.y <= 0 {
167 continue; // Skip invalid sizes
168 }
169
170 msaa_texture = gpu
171 .create_texture()
172 .set_render_target(Point2::new(size.x as u32, size.y as u32), None)
173 .set_sample_count(SampleCount::SampleCount4)
174 .build()
175 .expect("Failed to resize MSAA texture");
176 }
177 Event::RedrawRequested { window_id: _ } => {
178 if let Ok(mut cmd) = gpu.begin_command() {
179 if let Ok(mut cm) = cmd.begin_computepass() {
180 cm.set_pipeline(Some(&compute_pipeline));
181 cm.dispatch(1, 1, 1);
182 }
183
184 if let Ok(mut rp) = cmd.begin_renderpass() {
185 rp.set_clear_color(Color::BLACK);
186 rp.push_msaa_texture(&msaa_texture);
187
188 rp.set_pipeline(Some(&pipeline));
189 rp.set_gpu_buffer(Some(&vbo), Some(&ibo));
190 rp.draw_indexed(0..3, 0, 1);
191 }
192 }
193
194 window.request_redraw();
195 }
196 _ => {}
197 }
198 }
199 }
200}Sourcepub fn wait(&mut self, wait_type: GPUWaitType)
pub fn wait(&mut self, wait_type: GPUWaitType)
Wait for the GPU to finish processing commands.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for GPU
impl !RefUnwindSafe for GPU
impl !Send for GPU
impl !Sync for GPU
impl Unpin for GPU
impl !UnwindSafe for GPU
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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