pub struct GlGraphicsServer {
pub gl: Context,
pub named_objects: Cell<bool>,
/* private fields */
}Expand description
GlGraphicsServer implements the GraphicsServer trait using the glow crate.
glow is “GL on Whatever: a set of bindings to run GL anywhere (Open GL, OpenGL ES, and WebGL) and avoid target-specific code.”
Fields§
§gl: Contextglow::Context provides access to the current rendering state.
It creates buffers, creates textures, compiles shaders, accepts geometry data,
and broadly provides access too all sorts of rendering services.
named_objects: Cell<bool>Controls whether objects the glow::Context::object_label method should be used
to assign labels to rendering objects. These labels can help with debugging.
Implementations§
Source§impl GlGraphicsServer
impl GlGraphicsServer
pub fn new( vsync: bool, msaa_sample_count: Option<u8>, window_target: &ActiveEventLoop, window_attributes: WindowAttributes, named_objects: bool, ) -> Result<(Window, Rc<dyn GraphicsServer>), FrameworkError>
Sourcepub fn weak(&self) -> Weak<GlGraphicsServer>
pub fn weak(&self) -> Weak<GlGraphicsServer>
A weak reference to the Rc where the server is stored.
Sourcepub fn free_texture_unit(&self) -> Option<u32>
pub fn free_texture_unit(&self) -> Option<u32>
Find the number of a texture unit where no texture is bound, if possible.
Sourcepub fn delete_program(&self, program: <Context as HasContext>::Program)
pub fn delete_program(&self, program: <Context as HasContext>::Program)
Delete the given program. See glDeleteProgram from OpenGL.
Trait Implementations§
Source§impl GraphicsServer for GlGraphicsServer
impl GraphicsServer for GlGraphicsServer
Source§fn create_buffer(
&self,
desc: GpuBufferDescriptor<'_>,
) -> Result<GpuBuffer, FrameworkError>
fn create_buffer( &self, desc: GpuBufferDescriptor<'_>, ) -> Result<GpuBuffer, FrameworkError>
Creates a GPU buffer with the given size and kind. Usage is a hint to the video driver
that allows to perform some potential performance optimizations.
Source§fn create_texture(
&self,
desc: GpuTextureDescriptor<'_>,
) -> Result<GpuTexture, FrameworkError>
fn create_texture( &self, desc: GpuTextureDescriptor<'_>, ) -> Result<GpuTexture, FrameworkError>
Creates a new GPU texture using the given descriptor.
Source§fn create_sampler(
&self,
desc: GpuSamplerDescriptor,
) -> Result<GpuSampler, FrameworkError>
fn create_sampler( &self, desc: GpuSamplerDescriptor, ) -> Result<GpuSampler, FrameworkError>
Creates a new GPU sampler that can be used to sample texels from a texture.
Source§fn create_frame_buffer(
&self,
depth_attachment: Option<Attachment>,
color_attachments: Vec<Attachment>,
) -> Result<GpuFrameBuffer, FrameworkError>
fn create_frame_buffer( &self, depth_attachment: Option<Attachment>, color_attachments: Vec<Attachment>, ) -> Result<GpuFrameBuffer, FrameworkError>
Creates a new frame buffer using the given depth and color attachments. Depth attachment
not exist, but there must be at least one color attachment of a format that supports rendering.
Source§fn back_buffer(&self) -> GpuFrameBuffer
fn back_buffer(&self) -> GpuFrameBuffer
Creates a frame buffer that “connected” to the final image that will be displayed to the
screen.
Source§fn create_query(&self) -> Result<GpuQuery, FrameworkError>
fn create_query(&self) -> Result<GpuQuery, FrameworkError>
Creates a new GPU query, that can perform asynchronous data fetching from GPU. Usually it
is used to create occlusion queries.
Source§fn create_shader(
&self,
name: String,
kind: ShaderKind,
source: String,
resources: &[ShaderResourceDefinition],
line_offset: isize,
) -> Result<GpuShader, FrameworkError>
fn create_shader( &self, name: String, kind: ShaderKind, source: String, resources: &[ShaderResourceDefinition], line_offset: isize, ) -> Result<GpuShader, FrameworkError>
Creates a new named GPU shader. The name could be used for debugging purposes. The
implementation of graphics server will generate proper resource bindings in the shader code
for you.
Source§fn create_program(
&self,
name: &str,
vertex_source: String,
vertex_source_line_offset: isize,
fragment_source: String,
fragment_source_line_offset: isize,
resources: &[ShaderResourceDefinition],
) -> Result<GpuProgram, FrameworkError>
fn create_program( &self, name: &str, vertex_source: String, vertex_source_line_offset: isize, fragment_source: String, fragment_source_line_offset: isize, resources: &[ShaderResourceDefinition], ) -> Result<GpuProgram, FrameworkError>
Creates a new named GPU program using source code of both vertex and fragment shaders. The
name could be used for debugging purposes. The implementation of graphics server will generate
proper resource bindings in the shader code for you.
Source§fn create_program_from_shaders(
&self,
name: &str,
vertex_shader: &GpuShader,
fragment_shader: &GpuShader,
resources: &[ShaderResourceDefinition],
) -> Result<GpuProgram, FrameworkError>
fn create_program_from_shaders( &self, name: &str, vertex_shader: &GpuShader, fragment_shader: &GpuShader, resources: &[ShaderResourceDefinition], ) -> Result<GpuProgram, FrameworkError>
Creates a new named GPU program using a pair of vertex and fragment shaders. The name could
be used for debugging purposes. The implementation of graphics server will generate proper
resource bindings in the shader code for you.
Source§fn create_async_read_buffer(
&self,
name: &str,
pixel_size: usize,
pixel_count: usize,
) -> Result<GpuAsyncReadBuffer, FrameworkError>
fn create_async_read_buffer( &self, name: &str, pixel_size: usize, pixel_count: usize, ) -> Result<GpuAsyncReadBuffer, FrameworkError>
Creates a new read-back buffer, that can be used to obtain texture data from GPU. It can be
used to read rendering result from GPU to CPU memory and save the result to disk.
Source§fn create_geometry_buffer(
&self,
desc: GpuGeometryBufferDescriptor<'_>,
) -> Result<GpuGeometryBuffer, FrameworkError>
fn create_geometry_buffer( &self, desc: GpuGeometryBufferDescriptor<'_>, ) -> Result<GpuGeometryBuffer, FrameworkError>
Creates a new geometry buffer, which consists of one or more vertex buffers and only one
element buffer. Geometry buffer could be considered as a complex mesh storage allocated on
GPU.
Source§fn weak(&self) -> Weak<dyn GraphicsServer>
fn weak(&self) -> Weak<dyn GraphicsServer>
Creates a weak reference to the shared graphics server.
Source§fn flush(&self)
fn flush(&self)
Sends all scheduled GPU command buffers for execution on GPU without waiting for a certain
threshold.
Source§fn finish(&self)
fn finish(&self)
Waits until all the scheduled GPU commands are fully executed. This is blocking operation, and
it blocks the current thread until all the commands are fully executed.
Source§fn invalidate_resource_bindings_cache(&self)
fn invalidate_resource_bindings_cache(&self)
Unbinds the all bound resources from the graphics pipeline.
Source§fn pipeline_statistics(&self) -> PipelineStatistics
fn pipeline_statistics(&self) -> PipelineStatistics
Returns GPU pipeline statistics. See
PipelineStatistics for more info.Source§fn swap_buffers(&self) -> Result<(), FrameworkError>
fn swap_buffers(&self) -> Result<(), FrameworkError>
Swaps the front and back buffers and thus presenting the final image on screen. There could
be more than two buffers, and it is up to the graphics server implementation to choose the
right amount, but it can’t be less than two.
Source§fn set_frame_size(&self, new_size: (u32, u32))
fn set_frame_size(&self, new_size: (u32, u32))
Notifies the graphics server that the size of the back buffer has changed. It has very limited
use and there are very few platforms (Linux with Wayland mostly) that needs this function to
be called.
Source§fn generate_mipmap(&self, texture: &GpuTexture)
fn generate_mipmap(&self, texture: &GpuTexture)
Generates mipmaps for the given texture. Graphics server implementation can pick any desired
way of mipmaps generation, depending on the underlying GAPI capabilities.
Source§fn capabilities(&self) -> ServerCapabilities
fn capabilities(&self) -> ServerCapabilities
Returns current capabilities of the graphics server. See
ServerCapabilities for more info.Source§fn set_polygon_fill_mode(
&self,
polygon_face: PolygonFace,
polygon_fill_mode: PolygonFillMode,
)
fn set_polygon_fill_mode( &self, polygon_face: PolygonFace, polygon_fill_mode: PolygonFillMode, )
Sets current polygon fill mode for front faces, back faces, or both.
The mode of front faces is controlled separately from the mode of back faces,
and
polygon_face determines which mode is set by this method.
See PolygonFace and PolygonFillMode docs for more info.Source§fn memory_usage(&self) -> ServerMemoryUsage
fn memory_usage(&self) -> ServerMemoryUsage
Fetches the total amount of memory used by the graphics server.
Source§fn push_debug_group(&self, name: &str)
fn push_debug_group(&self, name: &str)
Begins a new named debug group. It is recommended to use
Self::begin_scope instead,
so that the compiler will manage the scope lifetime for your correctly. Otherwise, a forgotten
call to Self::pop_debug_group may cause stack overflow or underflow errors.Source§fn pop_debug_group(&self)
fn pop_debug_group(&self)
Ends the current debug group.
Source§fn begin_scope(&self, name: &str) -> RenderingScope
fn begin_scope(&self, name: &str) -> RenderingScope
Begins a new debug scope by creating a temporary object that automatically exits the
scope on drop. The scope could be created like so:
let _debug_scope = server.begin_scope("ScopeName");
Note the let _debug_scope = ... part - it is important to keep the produced object alive
until the end of the current semantic scope. Do not call this method like so:
server.begin_scope("VisibilityTest"); because it will enter and leave the scope instantly.Source§fn create_2d_render_target(
&self,
name: &str,
pixel_kind: PixelKind,
width: usize,
height: usize,
) -> Result<GpuTexture, FrameworkError>
fn create_2d_render_target( &self, name: &str, pixel_kind: PixelKind, width: usize, height: usize, ) -> Result<GpuTexture, FrameworkError>
A shortcut for
Self::create_texture, that creates a rectangular texture with the given
size and pixel kind.Source§fn create_cube_render_target(
&self,
name: &str,
pixel_kind: PixelKind,
size: usize,
) -> Result<GpuTexture, FrameworkError>
fn create_cube_render_target( &self, name: &str, pixel_kind: PixelKind, size: usize, ) -> Result<GpuTexture, FrameworkError>
A shortcut for
Self::create_texture, that creates a cube texture with the given
size and pixel kind.Auto Trait Implementations§
impl !Freeze for GlGraphicsServer
impl !RefUnwindSafe for GlGraphicsServer
impl !Send for GlGraphicsServer
impl !Sync for GlGraphicsServer
impl Unpin for GlGraphicsServer
impl !UnwindSafe for GlGraphicsServer
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> 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> 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>
Converts
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be
downcast into Box<dyn 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>
Converts
Rc<Trait> (where Trait: Downcast) to Rc<Any>, which 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)
Converts
&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)
Converts
&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> GraphicsServerAsAny for Twhere
T: GraphicsServer,
impl<T> GraphicsServerAsAny for Twhere
T: GraphicsServer,
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
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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 moreSource§impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
fn into_sample(self) -> T
Source§impl<T, U> ObjectOrVariant<T> for Uwhere
PhantomData<U>: ObjectOrVariantHelper<T, U>,
impl<T, U> ObjectOrVariant<T> for Uwhere
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Source§impl<T> Pointable for T
impl<T> Pointable for T
Source§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
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