Expand description
Framebuffer objects are user-defined framebuffers which allow one to render to memory locations
instead of the screen. First a framebuffer is created, and then textures are attached to it in order
to control where the rendering data is stored. There are attachments for color, attachments for depth,
and attachments for stencil, thereby providing memory for everything that is required for rendering.
See GpuFrameBufferTrait docs for more info.
Structs§
- Attachment
- A frame buffer attachment that tells the frame buffer object where to store the results of rendering.
- Draw
Call Statistics - Statistics for a single GPU draw call.
- Resource
Bind Group - Resource binding group defines a set of bindings.
Enums§
- Attachment
Kind - Frame buffer attachment kind.
- Buffer
Data Usage - Defines a range of data in a particular buffer.
- Read
Target - A part of a frame buffer from which to read the data.
- Resource
Binding - A resource binding defines where to bind specific GPU resources.
Traits§
- GpuFrame
Buffer AsAny - A base trait that provides useful methods for trait downcasting.
- GpuFrame
Buffer Trait - Frame buffer is a set of images that is used as a storage for an image generated by a renderer. It consists of one or more color buffers and an optional depth/stencil buffer. Frame buffer is a high level abstraction that consolidates multiple images and supports drawing meshes to them with various drawing options.